2014-Hammond-UsingTechnology To Support at Risk Students Learning
2014-Hammond-UsingTechnology To Support at Risk Students Learning
2014-Hammond-UsingTechnology To Support at Risk Students Learning
For many years, educators and policymakers looking for strategies to close the achievement
gap and improve student learning have sought solutions involving new uses of technology,
especially for students placed at-risk. Unfortunately, the results of technology initiatives have
been mixed. Often, the introduction of technology into classrooms has failed to meet the
grand expectations proponents anticipated. The educational landscape is replete with stories
and studies about how at-risk students were unable to benefit from particular innovations
seeking to use computers for teaching.
There are, however, successes among these efforts, and they reveal some common
approaches to technology use. Based on a review of more than seventy recent studies,1 this
brief describes these approaches, particularly as they apply to high school students who
have been at risk of failing courses and exit examinations or dropping out due to a range
of personal factors (such as pregnancy, necessary employment, mobility, and homelessness)
and academic factors (special education needs, credit deficiencies, and lack of supports for
learning English). The brief then outlines policy strategies that could expand the uses of
technology for at-risk high school youth.
100
99
98
80
92
89
90
79 81
73
70
77
88
81
79
74
66
63 64
60
50
% of high-SES
teens
% of low-SES
teens
Income
% of White
teens
% of African
American teens
% of Hispanic
teens
Race/Ethnicity
engage in mobile internet use
own a computer
M. Madden et al., Teens and Technology 2013, Pew Research Center, 2013, http://www.atlantycalab.com/untangiblelibrary/wpcontent/untangible/130315%20-%20PIP_TeensandTechnology2013.pdf (accessed January 31, 2014).
Low-income students and students of color comprise an ever-larger share of the U.S. student
population. More than sixteen million students now live below the poverty line,3 and an
additional eight million qualify for free or reduced-price lunch.4 Children in poverty now make
up nearly half of our public school students. The nations 23.8 million minority students also
comprise nearly half of the school population, and many of them are underserved by their
school systems. Studies show that on nearly every indicator of educational accessschool
funding, qualified teachers, high-quality curriculum, books, materials, and computerslowincome students and students of color have less access than white and affluent students.5
In the area of technology access, there are disparities in ownership and internet access across
socioeconomic groups. According to a recent survey, both low-income teens and young
people of color are noticeably less likely to own computers and use the internet than highincome or white teens.6 (See Figure 1.) For example, only 64 percent of Hispanic teens owned
a computer in 2012, compared to 81 percent of white teens. The study reported that the
kinds and quality of devices and the extent of broadband access also differed across more
and less wealthy households and communities. As a result of these factors, teachers in highpoverty schools were strikingly more likely to say that the lack of resources or access to digital
technologies among students was a challenge in their classrooms (56 percent vs. 21 percent).
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56
52
50
40
30
20
21
10
0
3
agreed that the lack of resources or access
to digital technologies among students
is a challenge in their classrooms.
in low-poverty schools
in high-poverty schools
Only 3 percent of teachers in high-poverty schools agreed that students have the digital tools
they need to effectively complete assignments while at home, compared to 52 percent of
teachers in more affluent schools.7 (See Figure 2.)
Lack of Resources in Classroom
One important aspect of this problem is that more than 70 percent of public K12 schools do
not have sufficient broadband to allow most of their students to engage in digital learning
activities at the same time. A recent report notes that the reality is that many schools and
libraries are attempting to serve hundreds, and sometimes thousands, of users with the
same amount of bandwidth typically used by a single household.8 Meanwhile, 30 percent of
households do not have high-speed broadband, and many more lack the necessary speeds
to access and use modern digital learning tools. Slow connection rates are concentrated in
nonwhite and low-income households and communities.
These differences mirror the disparities in other learning resources dollars, teachers, and
instructional services experienced by students in different schools. For at-risk students,
they add the additional disadvantage of reducing their readiness to engage in the primary
means of information access and transfer in a technologically based society and economy.
The good news is that research shows that if at-risk students gain ready access to appropriate
technology used in thoughtful ways, they can make substantial gains in learning and
technological readiness.
Infrastructure
cture
stru
fra
n
I
cess
Ac
Affective
The Learner
Digital Learning
Resources
Learning
Outcomes
Goodness of Fit / Available Resources
Context
Learning Activity
Le
arn
Le
in g
arni
Behavioral
Skill
Cognitive
n g G o als
C o m m unit y
August 2014, Molly B. Zielezinski, doctoral candidate, learning sciences and technology design, Stanford University Graduate School of Education
First, different learning outcomes are possible, ranging from affective (for example, student
interest and motivation) and behavioral (for example, engagement with learning) to specific
objectives that are skills based, cognitive, or both. Important aspects of the technology make
a difference for these outcomes, including the technology infrastructure, such as bandwidth,
servers, storage, and data hosting. Access is a function of the amount and kind of hardware used
in the learning environment, as well as the way in which it is used. In schools, common models
for access include one-to-one devices, stationary computer labs, mobile computer labs, and
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bring your own device (BYOD) programs. At home, models for access include the ownership
or sharing of computers, tablets, and smartphones, as well as connection to the internet. Youth
may also have access to technology in the community beyond home or school. Infrastructure
and access are closely related, and each provides a set of enabling circumstances surrounding
the appropriation of technology for learning. Digital learning resources are the materials
software and human resourcesthat structure the learning opportunity for the student.
Finally, the learning context includes the learning
community (that is, who the student learns
with, online and in person), the goals of the
community, and the nature of the learning
activities. Figure 4 shows the aspects of the
learning context at each of these levels as they
commonly appear in the research literature.
The technology and learning contexts interact
with the characteristics of the learner. Together,
these shape the learners experience and the
outcomes associated with their use of digital
resources.
This ecosystem is much more complex than the
binary conceptions of technology use that were
common at the end of the twentieth century.
The early years of research on the digital divide
often only reported whether students had or
didnt have access to computers, offering little
information about the details of use. Even now, it
is common for researchers to attend to some but
not all aspects of the digital learning ecosystem
presented here. It is these details, however, that
ultimately make the difference in technology use
outcomes. In this review, to the extent possible,
we identify patterns of effective use by attending
Learning Goals
Objectives for using technology:
Mastery of basic skills
Promote higher-order skills
Remediation of skills
Promote technological literacies
Promote skill development
Influence learner behavior
To make or build something
Exploration of interests
Pursuit of friendships
Learning Activity
Academic subject(s) or other content area
Interaction model(s)
Content consumption
Content creation
Content sharing
Interactive simulation/games
August 2014, Molly B. Zielezinski, doctoral candidate, learning
sciences and technology design, Stanford University Graduate School
of Education
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activities positively affected test scores, but use of computers for grammar/
punctuation or for reading activities (which usually involve drill or tutorials)
negatively affected test scores.14
All of these more interactive strategies produce greater success than the use of computers
for programmed instruction. Unlike computerized workbooks that march students through
material they learn through rote or algorithm, interactive CBI systems can diagnose students
levels of understanding and customize the material they engage with, offer a more interactive
set of instructional activities, and provide feedback to students, as well as more detailed
information about student progress. Programs like these, with teachers supplementing
instruction to explain concepts and coordinate student discussion, have been found in several
studies to be successful in helping low-achieving students pass state competency tests15 and
master complex new material.16
Another study found significant gains in mathematics achievement for students using videobased instruction modules with annotations to help them identify important elements in a
problem and interact with 3-D digital models before applying their understanding by building
a product in the digital environment.18 This example illustrates how the program worked:
The eight-minute video problem in Fraction of the Cost was developed
locally and stars three middle school students who decide to build a
skateboard ramp. To answer the subproblems in the video, students needed
to calculate percent of money in a savings account and sales tax on a
purchase. They also had to read a tape measure, convert feet to inches,
decipher building plans, construct a table of materials, compute mixed
fractions, estimate and compute combinations, and calculate total cost of
building the ramp. Several learning tools on the CD-ROM helped students
understand concepts in the overall problem. For example, one module
showed a three-dimensional ramp that students could rotate to see all sides.
The 2 x 4s (i.e., dimension lumber) used in building the ramp were colorcoded to enable students to see more clearly which lengths corresponded
to which parts of the schematic drawing. In another module, students could
build the ramp by dragging lengths of 2 x 4s out of a stack of lumber and
attaching them in the correct way.19
This approach can, of course, carry into all content areas. In science, for example, students
learn new concepts by exploring them with simulations, watching videos, and constructing
content of their own to represent their thinking about the subject. Through the use of
technology, students see content in many forms as it comes alive with maps, videos, hyperlinks
to definitions, additional content, and more.20 These examples illustrate how interactive
technology can be used to enhance student achievement by providing multiple means and
methods for learners to grasp traditionally difficult concepts.
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The students, who had previously encountered behavioral problems and high rates of failure
on the state test, were highly motivated. The researcher and the teacher attributed this to the
use of technology, which engaged them in projects in which they had high levels of agency
and also gave them opportunities to practice material that they would later encounter on the
state test. When she was asked what it was about the use of technology that improved the
students achievement, the teacher responded,
It gives them an atmosphere of active learning. They are involved in their
learning at all times, they make their own learning decisions, and they
buy into [the classroom] With the assistance of technology I am able to
differentiate my instruction to meet the needs of individual students; they
know that and want to be a part of that kind of atmosphere.23
One key to content creation projects is the use of scaffolding to guide the students through a
series of increasingly more complex activities that build on one another. Scaffolds may include
visuals, such as storyboards or graphic images, to stimulate imagination, aid in retention
of valuable information, and explore strategies for expressing prior knowledge in a written
format.24 Motivation and self-esteem are further enhanced when the content creation tasks
are culturally relevant, accessible, and take into account students interests.25
Another example of how skills can be developed through such tasks comes from a study
that involved fifty-five Latino adolescents in a number of shorter content creation projects.26
In this study, students attended sixteen two-hour weekly sessions. Within these sessions,
each student had a computer and engaged in original content creation activities in which
important skills were embedded. In one lesson, for example, students were asked to create
materials for a business they envisioned themselves starting, such as a restaurant. They used
a program such as Excel to track expenses, Print Shop to advertise to potential employees,
and FrontPage to mock up a website for their business. This project also illustrated how, by
creating student agency within the learning activity, and providing opportunities to apply skills
in concrete ways, students can be motivated and gain a wide range of skills.
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One-to-One Access
It is important to note that in all of the examples of successful outcomes, students had access
to one-to-one computing opportunities with adequate hardware and bandwidth to support
their work. One-to-one access refers to environments where there is one device available for
each student. Researchers have found that one-to-one availability is particularly important
for lower-income students ability to gain fluency in using the technology for a range of
learning purposes, since they are less likely to have these opportunities at home. For example,
in one study that examined the implementation of a one-to-one laptop program in three
economically different schools in California, lower-income youth demonstrated significantly
higher gains in mathematics relative to the higher-income students, and teachers were most
likely to say they found the laptops to be useful for learning by at-risk youth.27
When students were given one-to-one laptop access as well as access to the internet at
school, they made use of this opportunity at least several times a week, for purposes ranging
from seeking background knowledge, facilitating just in time learning, and supporting
research projects. In addition to the work the students were doing in math, the researchers
noted that one-to-one laptop implementation increased students likelihood to engage in
the writing process, practice in-depth research skills, and develop multimedia skills through
interpretation and production of knowledge.28
11
In a study comparing blended and online learning outcomes, 1,943 Korean students, of whom
915 were identified as underprivileged, took online courses using Flash- and video-based
learning resources.29 Students progressed through learning sessions by completing online
tasks individually, receiving real-time digital feedback, and engaging in group discussions. One
group of students experienced online learning supported by a homeroom teacher (blended
condition), and the other group engaged in self-study without the help of any teachers (fully
online condition).
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A Systemic Approach
A similar strategy with strong results has been used in the traditional schools in Talladega
County, Alabama, a district where 73 percent of students qualify for free or reduced-price
lunch, dropout rates were high, and college-going was low. Beginning with Winterboro High
School, the leadership team redesigned the entire school program, focusing on increasing
student engagement through active, project-based learning; integrating technology tools to
support instruction; and training teachers to make necessary pedagogical shifts. A case study
of the initiative notes that
[i]n the PBL model, students are constantly creating, practicing, and exploring
as they work to complete assignments and lessons that require blogging,
participating in online forums and chats, or doing in-depth research projects
that require the development of analytical and media awareness skills. Other
lessons have students developing and editing wikis, recording podcasts and
vodcasts, developing multi-media presentations, designing and producing
publications, and creating complex animations; this diverse array of activities
has been developed in order to keep students engaged and stimulated with
an interactive educational process while teaching them meaningful content
and skill sets that they will be able to apply in the real world.32
Over the course of just two years, this systemic approach led to an increase in graduation
rates from 63 percent to 87 percent and a climb in college acceptance rates from 33
percent to 78 percent. During the same period, the high school had significant decreases
in suspensions, alternative school referrals, and dropout rates, preventing failures that had
previously routinely occurred.
13
The studies that do exist suggest that college students in flipped classrooms are generally
more likely to watch video lectures at home than to complete text-based reading, and that
they learn more from interactive video lectures than other video lectures or in-person lectures.
We might guess that high school students who are motivated and supported to do work at
home might respond similarly. It is unknown, however, whether at-risk students would find
the space and time to engage in these out-of-school activities.
A large body of research has found that well-designed collaborative, problem-based learning
tasks are successful tools for students to acquire inquiry skills and other process skills. However,
they must be thoughtfully connected to structured information sources that can inform the
problem-solving process at optimal times if they are also to have a positive effect on building
knowledge.34 While more research is needed, these findings suggest some of the conditions
that might need to be present if this new approach to using technology is to be successful in
high schools.
POLICY IMPLICATIONS
Researchers have begun to amass some useful knowledge about the successful use of
technology to support students who are often placed at-risk of school failure, to help them
strengthen their understanding, close skill gaps, and recoup prior experiences of failure.
This research has found that using computers as replacements for teachers in traditional
drill-and-practice exercises has not produced greater success for such students, but that more
interactive, proactive, and teacher-supported uses have helped students make strong strides
in achievement.
These findings suggest a number of implications for policymakers and educators at the
federal, state, and local levels. We offer the following recommendations:
1. Technology access policies should aim for one-to-one computer access. At-risk students
benefit from opportunities to learn that include one-to-one access to devices. One-to-one
access refers to environments where there is one device available for each student
in the learning environment. Studies finding positive impacts on student learning typically
describe opportunities to learn where there is at least one device per student, and the
devices are readily available for multiple uses by the student throughout the school day.
2. Technology access policies should ensure that speedy internet connections are
available to prevent user issues when implementing digital learning. Digital learning
often requires internet access, and this need is growing with the proliferation of audio and
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14
video resources hosted on the web. Reliable access to speedy internet allows teachers
and students to support learning in real time. However, many schools, especially in lowerincome communities, have poor bandwidth and problems with connectivity. Students who
experience challenges in learning can become especially frustrated if they are stalled by
inability to access the content they are trying to use or find. In studies using technology
for learning, at-risk students participating in blended and online courses recommended
faster internet connections as an important factor for improvement.35
3. As schools, districts, and states plan the ways they will purchase materials and use
technology, they should consider that at-risk students benefit most from technology
that is designed to promote high levels of interactivity and engagement with data
and information in multiple forms. Substantial research illustrates that activities
supporting many kinds of interactions between learners and the materialincluding
different visualizations of concepts; multiple ways of seeing, hearing, and learning about
them; and opportunities to be active in manipulating data, expressing ideas, and other
aspects of the learning processwere essential to support learning by lower-achieving
and other at-risk students.
4. Curriculum and instructional plans should enable students to use technology to
create content as well as to learn material. Research illustrates that when students have
opportunities to create their own content using technology (for example, conducting
research to make decisions or draw conclusions from evidence, finding and manipulating
data, developing reports, creating websites, designing PowerPoint presentations, and
creating spreadsheets), they become more motivated and develop stronger skills.
Classrooms should include technology uses that increase student agency and higher-order
skills as well as those that guide students through the learning of specific content.
5. Policymakers and educators should plan for blended learning environments,
characterized by significant levels of teacher support and opportunities for
interactions among students, as companions to technology use. Blended learning
occurs when the instructional environment combines digital learning and face-to-face
interactive learning. The most productive contexts are those that combine structured
learning of information with collaborative discussions and project-based activities that
allow students to use the information to solve meaningful problems or create their own
products, both individually and collectively.
All of these recommendations must rest on a base of adequate supports for teacher learning
about how to use the technologies and pedagogies that are recommended. In addition, such
initiatives must include the technical assistance that educators need to manage the hardware,
software, and connectivity that make technology infusion possible.
When coupled with project-based learning strategies and effective support for teachers, a
systemic approach to digital learning has shown great potential to facilitate shifts in school
15
culture and strengthen students twenty-first-century skills. Many districts have utilized Project 24
(www.plan4progress.org), a comprehensive digital learning framework offered free to all school
districts, as the backbone for such implementation. This framework helps districts plan before
they buy, developing a concrete vision of student-centered, technology-infused learning, like
the strategies used with noteworthy success in Talladega, Alabama, described above.
With a strategic policy approach that supports the most effective technology uses, many more
students who are currently at risk can be enabled to learn effectively, graduate from high
school, and be successfully launched on a pathway to a productive future.
ACKNOWLEDGMENTS
This report was written by Linda Darling-Hammond, EdD; Molly B. Zielezinski, EdD;
and Shelley Goldman; with support from policy associates at the Alliance for Excellent
Education.
The Alliance for Excellent Education is a Washington, DCbased national policy
and advocacy organization dedicated to ensuring that all students, particularly those
traditionally underserved, graduate from high school ready for success in college, work,
and citizenship. www.all4ed.org
The Stanford Center for Opportunity Policy in Education (SCOPE) was founded
in 2008 to address issues of educational opportunity, access, equity, and diversity in
the United States and internationally. SCOPE engages faculty from across Stanford
and from other universities to work on a shared agenda of research, policy analysis,
educational practice, and dissemination of ideas to improve quality and equality of
education from early childhood through college. More information about SCOPE is
available at http://edpolicy.stanford.edu/index.html.
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ENDNOTES
1
M. B. Zielezinski and L. Darling-Hammond, Technology for Learning: Underserved, Under-resourced &
Underprepared Students (Stanford, CA: Stanford Center for Opportunity Policy in Education, 2014).
J. Watson and B. Gemin, Using Online Learning for At-Risk Students and Credit Recovery: Promising Practices in
Online Learning (Vienna, VA: North American Council for Online Learning, 2008), http://search.proquest.com/docvie
w/742874719/1410F2A07886E2BC5B/4?accountid=14026# (accessed October 11, 2013).
C. DeNavas-Walt, B. D. Proctor, and J. C. Smith, Income, Poverty, and Health Insurance Coverage in the United
States: 2012, 2013, http://www.census.gov/prod/2013pubs/p60-245.pdf (accessed August 21, 2014).
Digest of Education Statistics, Table 204.10: Number and Percentage of Public School Students Eligible for Free
or Reduced-Price Lunch, by State: Selected Years, 200001 Through 201112, 2013,
http://nces.ed.gov/programs/digest/d13/tables/dt13_204.10.asp (accessed February 12, 2014).
L. Darling-Hammond, The Flat World and Education: How Americas Commitment to Equity Will Determine Our
Future (New York, NY: Teachers College Press, 2010).
M. Madden et al., Teens and Technology 2013 (Washington, DC: Pew Research Center, 2013), http://www.
atlantycalab.com/untangiblelibrary/wp-content/untangible/130315%20-%20PIP_TeensandTechnology2013.pdf
(accessed January 31, 2014).
K. Purcell et al., How Teachers Are Using Technology at Home and in Their Classrooms (Washington, DC: Pew
Research Centers Internet & American Life Project, 2013), http://www.mydesert.com/assets/pdf/J12142481024.PDF
(accessed February 12, 2014).
K. Thigpen, Creating Anytime Anywhere Learning for All Students: Key Elements of a Comprehensive Digital
Infrastructure (Washington, DC: Alliance for Excellent Education, 2014).
See, e.g., K. Harlow and N. Baenen, NovaNet Student Outcomes, 20012002, http://search.proquest.com/docview/
62167559/1410F2A07886E2BC5B/183?accountid=14026# (accessed October 11, 2013), p. 24.
10
. Dynarski et al., Effectiveness of Reading and Mathematics Software Products: Findings from the First Student
M
Cohort (Washington, DC: U.S. Department of Education, Institute of Education Sciences, 2007).
11
. D. Borman, J. G. Benson, and L. Overman, A Randomized Field Trial of the Fast ForWord Language
G
Computer-Based Training Program, Educational Evaluation and Policy Analysis 31, no. 1 (2009).
12
. Warschauer and T. Matuchniak, New Technology and Digital Worlds: Analyzing Evidence of Equity in Access,
M
Use, and Outcomes, Review of Research in Education 34, no. 1 (2010).
13
H. Wenglinsky, Using Technology Wisely: The Keys to Success in Schools (New York, NY: Teachers College Press, 2005).
14
15
See, e.g., R. D. Hannafin and W. R. Foshay, Computer-Based Instructions (CBI) Rediscovered Role in K12:
An Evaluation Case Study of One High Schools Use of CBI to Improve Pass Rates on High-Stakes Tests,
Educational Technology Research and Development 56, no. 2 (2008).
16
. Bos, The Effect of the Texas Instrument Interactive Instructional Environment on the Mathematical Achievement
B
of Eleventh Grade Low Achieving Students, Journal of Educational Computing Research 37, no. 4 (2007).
17
Ibid., p. 366.
18
B. Bottge, E. Rueda, and M. Skivington, Situating Math Instruction in Rich Problem-Solving Contexts: Effects
on Adolescents with Challenging Behaviors, Behavioral Disorders 31, no. 4 (2006).
19
Ibid., p. 398.
20
J . Callow and K. Zammit, Where Lies Your Text? (Twelfth Night, Act I, Scene V): Engaging High School Students
from Low Socioeconomic Backgrounds in Reading Multimodal Texts, English in Australia 47, no. 2 (2012); Dynarski
et al., Effectiveness of Reading and Mathematics Software Products.
17
21
Bottge, Rueda, and Skivington, Situating Math Instruction in Rich Problem-Solving Contexts, p. 404; D. T. Hall and
J. Damico, Black Youth Employ African American Vernacular English in Creating Digital Texts, Journal of Negro
Education 76, no. 1 (2007); D. DeGennaro, The Dialectics Informing Identity in an Urban Youth Digital Storytelling
Workshop, E-Learning 5, no. 4 (2008); C. Figg and R. McCartney, Impacting Academic Achievement with Student
Learners Teaching Digital Storytelling to Others: The ATTTCSE Digital Video Project, Contemporary Issues in
Technology and Teacher Education 10, no. 1 (2010); M. E. Elam, B. L. Donham, and S. R. Soloman, An Engineering
Summer Program for Underrepresented Students from Rural School Districts, Journal of STEM Education:
Innovations and Research 13, no. 2 (2012); J. M. Lang, J. Waterman, and B. L. Baker, Computeen: A Randomized
Trial of a Preventive Computer and Psychosocial Skills Curriculum for At-Risk Adolescents, Journal of Primary
Prevention 30, no. 5 (2009).
22
. Harness and H. Drossman, The Environmental Education Through Filmmaking Project, Environmental
H
Education Research 17, no. 6 (2011); C. J. Cohen et al., Participatory Politics: New Media and Youth Political
Action, Youth and Participatory Politics Survey Project, MacArthur Foundation, 2012; DeGennaro, The Dialectics
Informing Identity in an Urban Youth Digital Storytelling Workshop; Figg and McCartney, Impacting Academic
Achievement with Student Learners Teaching Digital Storytelling to Others; Hall and Damico, Black Youth
Employ African American Vernacular English in Creating Digital Texts; S. L. Watson and W. R. Watson, The Role
of Technology and Computer-Based Instruction in a Disadvantaged Alternative Schools Culture of Learning,
Computers in the Schools 28, no. 1 (2011).
23
. M. Maninger, Successful Technology Integration: Student Test Scores Improved in an English Literature Course
R
Through the Use of Supportive Devices, TechTrends: Linking Research and Practice to Improve Learning 50, no. 5
(2006): 43.
24
igg and McCartney, Impacting Academic Achievement with Student Learners Teaching Digital Storytelling to
F
Others, p. 54.
25
Ibid.; Hall and Damico, Black Youth Employ African American Vernacular English in Creating Digital Texts.
26
27
. Grimes and M. Warschauer, Learning with Laptops: A Multi-Method Case Study, Journal of Educational
D
Computing Research 38, no. 3 (2008).
28
Ibid., p. 319.
29
J . Kim and W. Lee, Assistance and Possibilities: Analysis of Learning-Related Factors Affecting the Online Learning
Satisfaction of Underprivileged Students, Computers & Education 57, no. 4 (2011).
30
Ibid., p. 2403.
31
atson and Watson, The Role of Technology and Computer-Based Instruction in a Disadvantaged Alternative
W
Schools Culture of Learning.
32
33
J . L. Bishop and M. L. Verleger, The Flipped Classroom: A Survey of Research, paper prepared for the Association
for Engineering Education 120th Conference, Atlanta, GA, June 2013.
34
J . Bransford et al., How People Learn (Washington, DC: National Research Council, 1999); F. Dochy et al., Effects
of Problem-Based Learning: A Meta-analysis, Learning and Instruction 13, no. 5 (2003); D. Gijbels et al., Effects of
Problem-Based Learning: A Meta-analysis from the Angle of Assessment, Review of Educational Research 75, no. 1
(2005); C. E. Hmelo-Silver, Problem-Based Learning: What and How Do Students Learn?, Educational Psychology
Review 16, no. 3 (2004).
35
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