This report is old and I could not find the entire article, but after reading the abstract it was interesting to hear why they chose to use a portfolio of our work.
Recently, the popular press has pointed to increasing evidence of misuse and abuse of emerging technologies in U.S. schools. Some examples include using Web sites to intimidate or threaten students, downloading music illegally from the Internet, plagiarizing information using the Internet, using cellular phones during class time, and playing games on laptops or handhelds during class. How can these issues be addressed?
The website for my middle school's media center has a few excellent links. We have links to eLibrary access, World Book Online, The Library of Congress, Teaching Books for Students, EBSCOhost, ThomsonGale database, Tumblebooks, the Lexile Framework for Reading, the ERIC online library, and the Florida Information Resource Network.
"Supporting the Adult Learner in an Online Environment." Research article regarding preparing adult learners to be successful in an online environment. Article written by Dr. Whiteman, UCF Department of Child, Family, and Community Sciences.
A creative arts program for talented students in Johannesburg (South Africa) is intended to foster perceptual-, aesthetic-, cultural-, social-, and self-awareness, understanding of the arts, as well as an emphasis on expanding creative potential focuses on the processes of sensory, intellectual creative, and aesthetic development.
In an attempt to examine dialogue within a second grade classroom, students were encouraged to participate in whole-class mathematics discussions without raising their hands before speaking. Beneficial social and sociomathematical norms developed in place of this traditional social norm. Effects of this change on the dialogue and written mathematical explanations of a class of second grade students are described. Focus was placed on student participation in whole-class discussions. The study helped to determine the effects of student-centered dialogue on students' mathematical explanations and justifications as demonstrated in the students' discussions, participation, and written expression related to their mathematics learning.
This article is dated, but was intriguing to read as it shows the shift in teaching practices as more minority students are in classrooms. Collaboration between UCF College of Education Professors and students and Midway Elementary in Seminole County.
Dr. Gina Gresham is a Professor in the University of Central Florida's College of Education and Human Performance. This study is based on Dr. Gresham's work with exceptional education teachers getting an elementary education (K-6) endorsement.
There is a great deal of enthusiasm for the use of games in formal educational contexts;
however, there is a notable and problematic lack of studies that make use of replicable study
designs to empirically link games to learning (Young, et al., 2012). This paper documents the
iterative design and development of an educationally focused game, Compareware in Flash and
for the iPad. We also report on a corresponding pilot study of 146 Grades 1 and 2 students
playing the game, a paper and pencil related activity and completing a pre- and post-test. The
paper outlines preliminary findings from the play testing, which included high levels of student
engagement, an approaching statistical improvement from pre- to post-test, and a discussion of
the improvements that needed to be made to the game following the pilot study.
This report provides national data on the availability and use of educational technology among teachers in public elementary and secondary schools during the winter and spring of 2009. The data are the results of a national teacher-level survey that is one of a set that includes district, school, and teacher surveys on educational technology.