Search results for author:"Wendy Martin"
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Learning from the Colwell@School: An ethnographic case study of an educational technology culture (2000) pp. 1–395
Over the past decade, schools all over the country have begun to integrate computer technology into their teaching and learning activities. Many schools are currently struggling with the challenge of acquiring the technical resources and expertise...
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 2900–2902
With the goal of encouraging integration of technology into project-based teaching, Intel Teach to the Future arrived on the worldwide educational stage at a critical moment. As ICT has transformed society, many countries have recognized the need to ...
(2009) pp. 1–53
The purpose of this project was to introduce an intervention, identify potential funding sources, and write a grant to fund a program that would provide a much needed resource to children in the Los Angeles Unified School District (LAUSD). An...
Computers & Education Vol. 130, No. 1 (March 2019) pp. 1–12
Many research studies have focused on how game designs informed by learning theory can benefit students; fewer explore what needs to happen during instruction for students to translate what they learn in games into disciplinary knowledge. In this...
An Epistemological Framework for Analyzing Student Interactions in Computer-Mediated Communication Environments
Journal of Interactive Learning Research Vol. 12, No. 1 (2001) pp. 41–68
As applications of computer-mediated communication (CMC) become more accepted for teaching, educators will need to under-stand the strengths and constraints of the diverse media that can support or impede learning and communication. The case study...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 1651–1653
Games can motivate students to pursue an activity repeatedly, and build mastery through their interactions with complex environments bound by detailed constraints and rules. Most importantly, games invite students to play—to become an active part of ...
Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 134–137
We propose to present findings based on work from the Reading First Evaluation for the state of New Mexico. As part of the implementation of Reading First programming, the state required all Reading First teachers to use handheld computers to...
Journal of Research on Technology in Education Vol. 35, No. 1 (2002) pp. 1–18
This article discusses the effects of the Regional Technology Assistance Program (RETA) on the teaching practices and collegial behaviors of its participants and instructors. It presents findings that suggest that, as a result of their involvement...
Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 1501–1503
This paper presents findings from a three year evaluation of Intel Teach to the Future, a large-scale technology professional development program. In describing the impact that this program has had on the teachers, schools and districts it reached,...
Society for Information Technology & Teacher Education International Conference 2003 (2003) pp. 703–705
This paper will present the Year 4 Evaluation results of the Regional Educational Technology Assistance (RETA) Program. RETA is a 1998 Technology Innovation Challenge Grant that provides New Mexico K-16 educators with professional development...
K-12 STEM Education Vol. 2, No. 1 (Jan 14, 2016) pp. 1–49
The overall purpose of the Kinetic City (KC) Empower project was to examine how informal science activities can be made accessible for students with disabilities. The premise of this project was that all students, including those with disabilities,...
Testing the Impact of a Pre-Instructional Digital Game on Middle-Grade Students' Understanding of Photosynthesis
Technology, Knowledge and Learning Vol. 20, No. 1 (April 2015) pp. 5–26
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked,...
Journal of Research on Technology in Education Vol. 43, No. 1 (2010) pp. 53–74
This article presents findings from an evaluation of an instructional-technology professional development (PD) program that uses many practices advocated by PD experts. In this multiphase evaluation, evaluators examined the program, determined...