video games in education – something for everyone

This report reviews evidence on K-12 classroom technology use and is organized according to media platforms: interactive whiteboards, classroom response systems (clickers), video games, simulations, modeling, augmented reality, virtual worlds, mobile devices, data analysis tools, calculators, 1:1 ratio of computers to students, computer-assisted instruction (where a computer presents instruction or remediation), virtual learning, and educational television.

http://www.edutopia.org/technology-integration-research-annotated-bibliography

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s