236,337 research outputs found

    Reshaping learning: new technology and multimodality

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    Mediators of Inequity: Online Literate Activity in Two Eighth Grade English Language Arts Classes

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    This comparative case study, framed by Cultural Historical Activity Theory and sociocultural understandings of literacy, investigated students’ online literate activity in two eighth grade English Language Arts classes taught by the same teacher - one with a scripted literacy curriculum and the other without. During a year-long research project, we used ethnographic methods to explore the nature of middle school students’ literate activity in each of these classes, with particular attention to the mediators evident as students engaged in online literate activity. Specifically, this article addresses the following research question: What mediators were evident within and across each of the classes and how did these mediators influence students’ online literate activity? In addressing this question, we illustrate how particular configurations of mediators – even those operating within the context of the same school and same teacher – significantly influenced the nature of students’ online literate activity and the literate identities available to students. This study reinforces the importance of attending to the influence of offline mediators in school settings. Without such attention, students’ formal education is likely to be transferred online rather than transformed online

    Hiding in Plain Sight: Identifying Computational Thinking in the Ontario Elementary School Curriculum

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    Given a growing digital economy with complex problems, demands are being made for education to address computational thinking (CT) – an approach to problem solving that draws on the tenets of computer science. We conducted a comprehensive content analysis of the Ontario elementary school curriculum documents for 44 CT-related terms to examine the extent to which CT may already be considered within the curriculum. The quantitative analysis strategy provided frequencies of terms, and a qualitative analysis provided information about how and where terms were being used. As predicted, results showed that while CT terms appeared mostly in Mathematics, and concepts and perspectives were more frequently cited than practices, related terms appeared across almost all disciplines and grades. Findings suggest that CT is already a relevant consideration for educators in terms of concepts and perspectives; however, CT practices should be more widely incorporated to promote 21st century skills across disciplines. Future research would benefit from continued examination of the implementation and assessment of CT and its related concepts, practices, and perspectives

    A review of the research literature relating to ICT and attainment

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    Summary of the main report, which examined current research and evidence for the impact of ICT on pupil attainment and learning in school settings and the strengths and limitations of the methodologies used in the research literature

    ImpacT2 project: preliminary study 1: establishing the relationship between networked technology and attainment

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    This report explored teaching practices, beliefs and teaching styles and their influences on ICT use and implementation by pupils. Additional factors explored included the value of school and LEA policies and teacher competence in the use of ICT in classroom settings. ImpaCT2 was a major longitudinal study (1999-2002) involving 60 schools in England, its aims were to: identify the impact of networked technologies on the school and out-of-school environment; determine whether or not this impact affected the educational attainment of pupils aged 816 years (at Key Stages 2, 3, and 4); and provide information that would assist in the formation of national, local and school policies on the deployment of IC

    Cleveland Schools That Are Making a Difference

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    Profiles thirteen Cleveland schools -- a cross section of traditional public, private, parochial, and charter schools, where the majority of students are economically disadvantaged -- that have demonstrated progress in student achievement gains

    Using gaming paratexts in the literacy classroom

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    This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts

    Tablet PCs in schools: case study report

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    Using Evaluation to Foster NYCETP Goals: Case Studies and Intercampsus Collaboration

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    This article describes the use of case studies as part of the formative evaluation conducted for the New York Collaborative for Excellence in Teacher Preparation (NYCETP). While case studies are often conducted for evaluations by outside experts, consultants, or evaluators themselves, we developed a strategy for case studies that used NYCETP faculty to case-study each other. This strategy involved cross-campus collaboration and cross-discipline (Arts & Science and Education) collaboration, and thus actively supported one of the NYCETP goals. The case study strategy also included the development of a faculty (peer) review form for evaluation of documentation of new and revised courses. Procedures for case studies and examples of case study benefits for faculty and evaluators are also described
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