Proceedings of the 2014 Zone 1 Conference of the American Society for Engineering Education 2014
DOI: 10.1109/aseezone1.2014.6820656
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A deeper understanding of technology is needed for workforce readiness — Playing games, texting, and tweets aren't enough to make students Tech-Savvy

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Cited by 7 publications
(2 citation statements)
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“…Studies [248] [214] show that by the end of their teenage years, individuals spend tens of thousands of hours online and this compares to the same amount of time an individual spends in class by that age. This figure includes the time spent using computers and games.…”
Section: Benefits and Concerns Of Gamesmentioning
confidence: 99%
“…Studies [248] [214] show that by the end of their teenage years, individuals spend tens of thousands of hours online and this compares to the same amount of time an individual spends in class by that age. This figure includes the time spent using computers and games.…”
Section: Benefits and Concerns Of Gamesmentioning
confidence: 99%
“…The report stresses the need to reimagine the structure and delivery of education to better address student needs. Many students fall through the cracks of the nation's k-12 educational system, either dropping out or graduating without the skills for either college or career [3]. In response, the NETP recommends digital, anywhere, anytime learning paradigms that extend the reach of classrooms, and allow automated student assessment and data collection.…”
mentioning
confidence: 99%