bibliography for computer project in school
Hundreds of individual student interviews were conducted during which the students described what they were thinking as they interacted with simulations. Through the use of multimedia technologies, middle school students enter a futuristic world in which they become "reconstructors," members of an elite scientific unit charged with recovering lost medical knowledge about analgesic drugs. The paper provides a trove of Web resources, while describing how teachers use them in K-12 classrooms. New Technology and Digital Worlds: Analyzing Evidence of Equity in Access, Use, and Outcomes (PDF). Learn how to easily write a bibliography by following the format outlined in this article. Careful analysis reveals that showing the invisible and use of analogy both facilitate students' construction of their understanding, while the nature of guidance influences the amount of student engagement. (2010). Two groups of students, those who used real equipment and those who used a computer simulation that explicitly modeled electron flow, were compared in terms of their mastery of physics concepts and skills with real equipment. Journal of Technology and Teacher Education, 16(2), 233-263. Accelerated Reader is a unique reading achievement program which students do not use but which teachers use to assess student progress and assign curriculum that is appropriate to the students' level. District leadership is also critical to ensuring that districts have interim assessment tools and practices that foster data use. Sixth-grade science classes taught by the same teacher were randomly assigned to either the video game Quest Atlantis (QA) or a traditional version of a two-week water-quality unit. A large body of research indicates that the type of television content children watch is a truer determinant of students' future academic success than the amount of time they spend watching. 8, Microcomputers (November 1981), National Council of Teachers of Mathematics, Access everything in the JPASS collection, Download up to 10 article PDFs to save and keep, Download up to 120 article PDFs to save and keep. Children's Media Lab, Annenberg School for Communication, University of Pennsylvania. A total of 437 eighth graders were randomly assigned by classroom to the treatment group, which utilized the computer game DimensionM as a supplement to regular classroom instruction, or to the control group, which received regular class instruction without any computer activities. After an exhaustive search, they find promising but inconclusive evidence that games promote learning in some K-12 education contexts. Three case studies were selected for analysis to explore how changes in the teachers' educational views and practices resulted from their exposure to teaching and learning with technology. Change style powered by CSL. A positive relationship between role-play experience and science career motivation was observed, which suggests a role for authentic virtual experiences in inspiring students to consider STEM careers. Presented at the International Conference on Multimedia in Physics Teaching and Learning. Fleischer, H. (2012). The Neuroscientist 8(1):16-21. The research highlights the role that computer games play in creating informal knowledge, which creates better traction for school-based knowledge to take hold in memory. Such practices do not necessarily support higher-order thinking skills, such as critical thinking, complex problem solving, collaboration, creativity, or technological fluency. Using technology to support knowledge formation had a greater effect than using technology for the presentation of content. Bibliography of the Computer Language magazine (1993) 332: Bibliography on programming languages and compilers technology (2013) 253: Bibliography of the magazine "Java Report" (1998) 234: Bibliography for the magazine C++ Report (1997) 199: Bibliography for the Journal of C Language Translation (1995) 184 Black, P., and Wiliam, D. (1998). The author points out that as schools award contracts to computer vendors such as Apple, Dell, and HP, market interests influence the body of research on 1:1 laptop programs, and despite a great deal of research over the five years studied, there remains a lack of understanding of the value added by the 1:1 programs for students' knowledge formation and the teaching practices that support such knowledge formation. This study examined the effects of a computer game, DimensionM, on public high school students' mathematics achievement and motivation. Use appropriate citations for your type of source. Teachers also benefit from opportunities to examine student data with their colleagues, but they "only want to do so if they feel confident that they will not be opening themselves up to harsh judgments." (2011). Paulsen, C.A., and Bransfield, C.P. Select the purchase As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. District data systems should also support routine evaluation of instructional programs, practices, and decisions by linking student participation in specific endeavors with standards-based assessments. Stanford Center for Opportunity Policy in Education. A second-order meta-analysis of 25 meta-analyses encompassing over 1,000 studies and 40 years of research on technology and classroom learning found that the use of technology in the classrooms shows a small to moderate positive effect on student learning, as compared to technology-free traditional instruction. Washington, D.C. New York, NY: Education Department, Corporation for Public Broadcasting. Five studies examine how interacting with the physical environment can support the development of fraction concepts. These studies generally found positive impacts of such tools on student achievement in and attitude toward mathematics. Whether the question was the same or conceptually similar, correct answers increased following peer discussion, indicating that it was an effective method for engaging and addressing students' underlying misconceptions. No child had been introduced to the material in the classroom prior to the experiment. Bibliography Primary Sources: Travelers’ Texts. Twenty-two schools were observed and over 30 educators were interviewed and observed, to document Web 2.0 and social networking technology use in classrooms across the United States. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K-12 students. Miller, L.M., Moreno, J., Estrera, V., Lane, D. (2004). The specific materials tested included a teacher's guide, video animations, live-action videos and video profiles, and an interactive online game. Meeting Kids at Their Own Game: A Comparison of Learning and Engagement in Traditional and 3D MUVE Educational-Gaming Contexts [Abstract]. Finally, "many states have assembled collections of digitized resources for planning and implementing instruction around their state standards." The third type of bibliography is a list of works published during a particular time in history - that's called a period bibliography. Students answered in-class conceptual questions individually using clickers, then discussed with their neighbors, and then revoted on the same question or a conceptually similar question. This review synthesizes results from four multischool empirical studies of K-12 1:1 computer programs, which varied in their settings and unique attributes. Transforming American Education: Learning Powered by Technology: National Education Technology Plan. The report argues, "Children's viewing of educational television has been shown to support significant and lasting learning gains, while too much viewing of other types of programming may be associated with a lack of academic achievement." This includes both sources you directly quoted in your project and those you only read for ideas or background information. Results of the analysis on the pretest-posttest data revealed that the DimensionM game increased mathematical knowledge acquisition in algebra and maintained student motivation to learn, and suggest that the implementation of DimensionM can greatly benefit middle school students learning algebra. Posttests showed significant learning gains for both conditions, with the students in the QA condition scoring significantly higher than the students in the traditional condition, and retaining significantly more information at the time of a delayed posttest. option. The review found little support for their value in science and mathematics. Variation in Internet Skills and Uses Among Members of the "Net Generation" (PDF). Eds., (2006). Fifty percent of districts say they have provided data coaches for at least some of their schools, and 32 percent say that they have done so for all of their schools. The largest effects on reading achievement scores were found for comprehensive models, including READ 180, Voyager Passport, and Writing to Read. The bibliographies are updated weekly from theiroriginal locations such that you'll always find the most recentversions here. Two of the four episodes have been evaluated through a comprehensive review process involving middle school students, teachers, neuroscience researchers, and clinicians. Automatic works cited and bibliography formatting for MLA, APA and Chicago/Turabian citation styles. The treatment group was teachers beginning use of Between the Lions material, while the maintenance group was teachers who had previously used the material. (2002). In fact, the word comes from ancient Greek: biblion, meaning 'book,' and -graphia, meaning 'to write.' Running head & Page numbers 6. Several key features help students build mental models: visual representations that cannot be directly observed, interactive environments, connections to everyday life, and efficient calculations so students focus on concepts. Use of Education Data at the Local Level: From Accountability to Instructional Improvement (PDF). NCTM is dedicated to ongoing dialogue and constructive discussion with all stakeholders about what is best for our nation's students. These recommendations resonate around participating in professional learning communities and job-embedded training, which starts with small-scale forms of technology integration that address immediate needs and yield positive experiences. The Mathematics Teacher (MT), an official journal of the National Council of Teachers of Mathematics, is devoted to improving mathematics instruction from grade 8-14 and supporting teacher education programs. The research looked at 18 simulations on quantum mechanics designed to improve learning from the Physics Education Technology (PhET) Project. [Abstract], Examining the Benefits and Challenges of Using Audience Response Systems: A Review of the Literature (Abstract), The Effects of Modern Mathematics Computer Games on Mathematics Achievement and Class Motivation [Abstract], The Impact of a Science Education Game on Students' Learning and Perception of Inhalants as Body Pollutants (Abstract), Teaching the biological consequences of alcohol abuse through an online game: Impacts among secondary students. Many teachers in the case studies responded to student data by grouping students according to their performance level and readdressing content that a majority of students understood poorly. These systems are especially valuable as a means of introducing and monitoring peer learning methods in a large lecture classroom. A field test of students from five schools assessed the retention of content after playing The Reconstructors series titled Nothing to Rave About. (2010). Write down, photocopy, or print the following information for each source you find. Concord, MA: Concord Evaluation Group, LLC. Mobile devices (to facilitate collaboration) and augmented reality (to improve understanding and thinking skills, e.g., Mad City Mystery) showed promising results. (2009). The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction. Cheung, A., and Slavin, R.E. ), Digital Youth, Innovation, and the Unexpected (pp. 2. Rockman et al. The results indicate the Between the Lions television series could be a meaningful part of reading interventions and is potentially most beneficial in kindergarten. 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