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Published: March 29, 2007

Collecting Evidence

The focus of the research agenda for school technology has shifted from innovation to effectiveness.

By Debra Viadero

If you had to pick a word to characterize research in educational technology in the 1990s, it probably would have been “innovation.” Fueled by public and private dollars, experts were in full-bore research-and-development mode for much of that decade, exploring all kinds of classroom applications for digital technology.

The problem was that researchers paid less attention to documenting how—and, in some cases, whether—their innovations improved learning. And they spent even less time thinking about how to sustain and spread their use.

“Maybe 10 years ago, there was more latitude to say, ‘Let’s try out some crazy technology ideas and see if kids find it useful,’ ” says Chris Quintana, an assistant professor of learning technologies at the University of Michigan, in Ann Arbor. “Then it would be, ‘OK, let’s move on...

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Related Stories

  • For more stories on this topic see Technology.
  • For background, previous stories, and Web links, read Technology in Education.

Web Resources

  • Review further resources from the Federation of American Scientists' Summit on Educational Games, including these reports: "Harnessing the Power of Video Games for Learning" and "Games, Cookies, and the Future of Education." Requires Adobe Acrobat Reader
  • Read "Meta-Analysis: Writing with Computers 1992-2002," along with other publications by the Technology Assessment Study Collaborative. Requires Adobe Acrobat Reader
  • The report "Technology in Schools: What the Research Says," by the Metiri Group is available from Cisco. Requires Adobe Acrobat Reader

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