Nurture Creativity and Self-Expression

The following success stories, case studies, research, and evaluation reports support this vision statement.

High School in Indiana successfully incorporates video games into curriculum.
K-12 Education - Video Success Story
Produced by CBS News

At Oak Hill High School in Converse, Indiana, world history teacher David McDivitt has made video games a successful part of his lesson on World War II. Using Making History, an educational game produced by Muzzy Lane, Inc., Mr. McDivitt motivates his students and deepens their understanding of the material. The video game also encourages the students to learn and discuss topics outside of the classroom. While Mr. McDivitt continues to teach using orthodox methods, he plans to continue to incorporate video games into a part of his curriculum. Read more

Students at Hartford Memorial Middle School create presentations that ease the transition for rising fifth-graders.
K-12 Education - Case Study
Produced by Inspiration Software, Inc.

Sixth grade students at Hartford Memorial Middle School in Vermont are creating PowerPoint presentations to help 5th graders transition into the 6th grade more easily. Students use Inspiration to organize and document all of their work on the project. The rising 6th graders who view the resulting presentations are more relaxed as they progress into middle school while the current 6th graders learn problem solving and organizational skills necessary for school and future careers. Read more

A.C. Mosley High School creates movies with a message.
K-12 Education - Success Story
Produced by Adobe Systems, Inc.

Students at A.C. Mosley High School are learning basic, intermediate, and advanced video production techniques. Using Adobe Production Studio, students create a daily news and other creative projects. The highlight of this program has been a video discouraging drunk-driving, required viewing by some organizations before students apply for a driver's license. With this program, students are producing quality work and are preparing for careers in broadcast and video. Read more

The Impact of Word Prediction Software on the Written Output of Students with Physical Disabilities
K-12 Education - Research
Journal of Special Education Technology, Volume 21 (3). 2006.
Conducted by P.Mirenda, K.Turoldo, and C.McAvoy.

This study examined the impact of a word prediction software program called Co:Writer on students with physical disabilities that affected their ability to write by hand. It found that two-thirds or more of the students believed that the program helped with spelling accuracy, vocabulary range, speed, neatness, and grammar. The majority also believed that Co:Writer helped students write more without tiring, remain less frustrated, and read their own work more easily. Read more

Moments of Joy: Student Engagement and Conceptual Learning in the Design of Hypermedia Documents
K-12 Education - Research
Journal of Research on Technology in Education, Volume 35 (3). By P.Chen and D.McGrath. 2003.

This study examined student engagement and the impact of hypermedia documents on conceptual learning. Student engagement was defined in this study as enjoyment, concentration, perceived control, exploration, and challenge. This engagement was monitored in four hypermedia tasks: chunking, linking, naming paths, and information organization. The study found a high degree of engagement in information organization and the students demonstrated greater understanding expressed in final knowledge representations. While students experienced differences in cognition and conceptual learning, the organization of information kept them engaged in challenging assignments. Read more