2016 was a big year for high-quality research on the promise and peril of educational technology.
http://blogs.edweek.org/edweek/DigitalEducation/2016/12/ed-tech_research_2016.html?cmp=eml-enl-eu-news2-RM
As Maker Education has evolved, researchers have explored related equity
issues, design principles for Maker spaces, and the impact of this
approach on student learning.
http://blogs.edweek.org/edweek/DigitalEducation/2016/04/maker_movement_in_k-12_education_research.html
Halverson, E., & Sheridan, K. (2014). The maker movement in education.
Harvard Educational Review (Winter).
Martin, L. (2015). The promise of the maker movement for education.
Journal of Pre-College Engineering Education Research.
Martinez, S., & Stager, G. (2013).
Invent to learn: Making, tinkering, and engineering in the classroom. Constructing Modern Knowledge Press.
Sheridan, K., et al. (2016). Resourceful and inclusive: Towards design principles for makerspaces. Paper presented at AERA.
Stornaiuolo, A., & Nichols, P. (2016). Making publics: The iterative design of high school makerspaces. Paper presented at AERA.
A meta-analysis of 15 years' worth of research found 1-to-1 laptop
programs had a positive impact on students' English, math, and science
scores.
Zheng, B. (2016).
Learning in One-to-One Laptop Environments: A Meta-Analysis and Research Synthesis,
Review of Educational Research.
Key studies on the comparability of computer- and paper-based assessments.
http://blogs.edweek.org/edweek/DigitalEducation/2016/02/comparing_paper_computer_test_scores_research.html
Students in online credit recovery fare worse than peers.
Heppen, J. (2016). Comparing the effectiveness of online and face-to-face credit recovery in algebra I.
American Institutes for Research.
http://www.air.org/resource/comparing-effectiveness-online-and-face-face-credit-recovery-algebra-i
Among young adults who regularly use smartphones and tablets, reading a
story or performing a task on a screen instead of on paper led to
greater focus on concrete details, but less ability to infer meaning or
quickly get the gist of a problem, found a series of experiments.
Flanagan, M., & Kaufman, G. (2016). Lost in translation: Comparing the impact of an analog and digital version of a public health game on players' perceptions, attitudes, and cognitions.
International Journal of Gaming and Computer-Mediated Simulations, 5(3), 1-9.
http://www.tiltfactor.org/wp-content/uploads2/Lost-in-Translation-Comparing-the-Impact-of-an-Analog-and-Digital-Version-of-a-Public-Health-Game-on-Players-Perceptions-Attitudes-and-Cognitions.pdf
Teachers' confidence in ed tech varies based on the type of school they
work in, concluded a research analysis.
As a result, students in low-poverty and suburban schools may be getting
more and better exposure to technology than their counterparts.
Education Week Research Center. (2016). Teachers and Technology Use in the Classroom: Exclusive Survey Result.
Education Week.
http://www.edweek.org/media/teachers-and-technology-use-in-the-classroom.pdf
Researchers investigating "affect-aware" computerized tutoring systems
expressed confidence that systems capable of detecting student emotions
could help change the direction of personalized learning.
Education Week Research Center. (2016). Extending the Digital Reach: Schools Push Personalized Learning to New Heights.
Education Week.
http://www.edweek.org/ew/collections/personalized-learning-report-2016/