42,037 research outputs found

    Spartan Daily November 2, 2009

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    Volume 133, Issue 33https://scholarworks.sjsu.edu/spartandaily/1300/thumbnail.jp

    Complete Issue 10, 1994

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    Technology Solutions for Developmental Math: An Overview of Current and Emerging Practices

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    Reviews current practices in and strategies for incorporating innovative technology into the teaching of remedial math at the college level. Outlines challenges, emerging trends, and ways to combine technology with new concepts of instructional strategy

    Spartan Daily, September 13, 1991

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    Volume 97, Issue 10https://scholarworks.sjsu.edu/spartandaily/8147/thumbnail.jp

    Engineering Outreach to Danish Students

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    Due to a recent decline in mathematics and science performance among primary school students in Denmark and waning interest in engineering, the Engineering College of Copenhagen (IHK) sponsored this project to increase engineering enrollment. The project created six short-term, high-interest, hands-on programs allowing Danish students to experience the everyday activities of engineers. Quantitative and qualitative analysis of programs revealed success at increasing engineering interest and awareness. Program materials were left with IHK for future program implementation at other Danish schools

    Education vs. Entertainment: A Cultural History of Children's Software

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    Complete Issue 16, 1997

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