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Fitzgerald, Carlton J., Ed.; Laurian-Fitzgerald, Simona, Ed.; Popa, Carmen, Ed. – IGI Global, 2018
As traditional classroom settings are transitioning to online environments, teachers now face the challenge of using this medium to promote effective learning strategies, especially when teaching older age groups. Because adult learners bring a different set of understandings and skills to education than younger students, such as more job and life…
Descriptors: Student Centered Learning, Learning Strategies, Adult Learning, Adult Education
Smith, Patricia L. – 1985
Two instructional design alternatives are described and discussed: (1) the supplantation model of Ausburn and Ausburn (1978), where learning strategies are built into the instructional materials; and (2) a generative design model, where strategies are "built" into the learner. These contrasting models are proposed as representing the…
Descriptors: Cognitive Processes, Design Requirements, Instructional Design, Instructional Materials
Lansiquot, Reneta D. – IGI Global, 2013
Involving two or more academic subjects, interdisciplinary studies aim to blend together broad perspectives, knowledge, skills, and epistemology in an educational setting. By focusing on topics or questions too broad for a single discipline to cover, these studies strive to draw connections between seemingly different fields. Cases on…
Descriptors: Enrichment, Organizational Change, Teaching Methods, Interdisciplinary Approach
Kirchner, Glenn – Optical Information Systems, 1988
Provides an overview of the design, production, and preliminary testing of a microcomputer-controlled interactive learning workstation developed at Simon Fraser University to teach French as a Second Language. Criteria and guidelines are discussed; the authoring system is explained; and field testing with grades four through seven is described.…
Descriptors: Authoring Aids (Programing), Computer Graphics, Computer System Design, Design Requirements
Mondi, Makingu; Woods, Peter; Rafi, Ahmad – Educational Technology & Society, 2008
This study investigates "how and why" students' "Uses and Gratification Expectancy" (UGE) for e-learning resources influences their "Perceived e-Learning Experience." A "Uses and Gratification Expectancy Model" (UGEM) framework is proposed to predict students' "Perceived e-Learning Experience," and…
Descriptors: Research Design, Learning Strategies, Learning Experience, Educational Resources
Laurillard, Diana M. – Educational Technology, 1984
Describes a feasibility study designed to investigate interactive video and the balance of student versus program control with respect to the sequence of content presentation, the choice of how many practice exercises to do, and the strategy for alternating between the modes of receptive and active learning. (MBR)
Descriptors: Computer Assisted Instruction, Decision Making, Educational Research, Feasibility Studies

Howard, Dawn C. – American Journal of Distance Education, 1987
Presents a decision model for planning learner feedback in distance education courses with emphasis on college-level teaching. Knowledge components in information processing models of learning are described, task analysis for learning from text is discussed in terms of comprehension, and criteria for designing learner feedback are examined. (LRW)
Descriptors: Cognitive Processes, Design Requirements, Distance Education, Feedback
Kozma, Robert B. – Educational Technology, 1987
Defines cognitive computer tools as software programs that use the control capabilities of computers to amplify, extend, or enhance human cognition; suggests seven ways in which computers can aid learning; and describes the "Learning Tool," a software package for the Apple Macintosh microcomputer that is designed to aid learning of…
Descriptors: Cognitive Development, Cognitive Processes, Computer Assisted Instruction, Computer Software
Designing an Educational Game, Simulation or Workshop: A "Course and Curriculum" Design Perspective.
Cryer, Patricia – Simulation/Games for Learning, 1987
Discusses the nature and sequencing of decisions involved in designing a game, simulation, or workshop from the theoretical perspective of course and curriculum design. A model for design is presented that incorporates objectives, teaching/learning methods, content, and assessment/evaluation, and other models are also discussed. (Author/LRW)
Descriptors: Content Analysis, Curriculum Design, Decision Making, Educational Games
Kidd, Terry T., Ed.; Keengwe, Jared, Ed. – Information Science Reference, 2010
As instructors move further into the incorporation of 21st century technologies in adult education, a new paradigm of digitally-enriched mediated learning has emerged. This book provides a comprehensive framework of trends and issues related to adult learning for the facilitation of authentic learning in the age of digital technology. This…
Descriptors: Foreign Countries, Electronic Learning, Educational Technology, Web Sites
Schmitt, Maribeth Cassidy; Newby, Timothy J. – Journal of Instructional Development, 1986
Defines metacognition and describes the effects of incorporating metacognitive aspects into instructional design. Three types of knowledge--declarative, procedural, and conditional--are discussed as necessary components of metacognitive awareness, and positive effects on the learner in terms of motivation and performance are described. (Author/LRW)
Descriptors: Instructional Design, Instructional Improvement, Learning Processes, Learning Strategies
Moss, G. D.; Roopchand, Lloyd George – Programmed Learning and Educational Technology, 1987
Describes study that compared the attainment gains of Guyanan secondary school children in science and geography following two different learning regimes, i.e., systematically designed learning materials, and conventional teaching. Implications of the results for curriculum design and teacher training are discussed. (Author/LRW)
Descriptors: Cognitive Objectives, Comparative Analysis, Conventional Instruction, Curriculum Design
Newby, Timothy J.; Stepich, Donald A. – Journal of Instructional Development, 1987
Examines the differences between concrete and abstract concepts and their implications for instructional design and teaching. How specific concepts are stored in and retrieved from memory is described, analogies are discussed as an instructional tool in abstract concept learning, and a possible instructional strategy for teaching abstract concepts…
Descriptors: Abstract Reasoning, Classification, Concept Formation, Concept Teaching
Wilkins, D. C.; And Others – 1987
Arguing that an explicit representation of the problem-solving method of an expert system shell as abstract control knowledge provides a powerful foundation for learning, this paper describes the abstract control knowledge of the Heracles expert system shell for heuristic classification problems, and describes how the Odysseus apprenticeship…
Descriptors: Apprenticeships, Classification, Computer Assisted Instruction, Computer System Design
Keller, John M. – 1983
This paper presents the ARCS model, which is a research-based systematic design model that interfaces with typical instructional design and development models to improve the motivational appeal of instructional materials, of instructor behavior, and of the way in which lessons (or modules) and courses are designed. The description of the model,…
Descriptors: Inservice Teacher Education, Instructional Design, Instructional Development, Learning Strategies