MobilePress - Enable The Mobile Web - 0 views
Programme description - 0 views
Diplomas for (Would-Be) Dropouts: Project Learning Serves the Most At-Risk Students | E... - 0 views
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The school's approach to reengaging students in learning has an important twist: Downtown's curriculum is entirely project based. Its alternative format allows students to choose a thematic, integrated pathway of subjects each semester, find connections among these subjects in real-world settings, and, hopefully, discover their passions along the way.
Innovative Software for group project management- GroupTable.com - 38 views
Hello I just joined diigo and found this group to be very relevant to me. I recently graduated college. Last semester I was extremely frustrated with getting my group project teams together and fo...
Using Google Earth Manuals | Digital Explorer - 0 views
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School Grounds Projects Using Google Tools All the information needed to carry out Digital Fieldwork in the school grounds. The manual is based around a 6 session project investigating any aspect of the school grounds and covers the following topics: digital photography, blogging, Google Earth, Google Maps, digital video, and project management.
what you can do in a week - 0 views
International Schools in Asia - salary survey « Backpacking Teacher - 0 views
Welcome to PrimaryAccess - 0 views
DoodleBuzz:Typographic News Explorer - 0 views
Dashboard | Diigo - 0 views
Virtual Worlds forum - 0 views
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Virtual Worlds Forum blog Exclusive Report: Tweens and Virtual Worlds Comments [0] | 14 October 2008 Dubit Research has produced an exclusive report for the Virtual Worlds Forum giving key statistics for how tweens use virtual worlds and their attitude towards advertising. Dubit Research, a youth marketing agency, runs a standing panel of 600 7-12 year olds in the UK, and has asked them a series of questions relating to which virtual worlds they use and how they feel about advertising in virtual worlds. The results show that 73% of British 7-12 year olds are using some sort of virtual world. Club Penguin leads the pack with 43%, Habbo following with 27%. There is remarkably little fragmentation in the market: only 8% use a virtual world other than the top 10. What surprised me most about the statistics is how even the gender split is on many virtual worlds - entirely even on Club Penguin, and similar on most other games, although Runescape is, as one would expect, far more popular with boys.
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