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Nidal Al Said; Lubov Vorona-Slivinskaya; Elena Gorozhanina – Interactive Learning Environments, 2024
The paper delves into social media mining in the context of medical education programs in the information age. It explores the adaptability of Social Media Analytics (SMA) apps within the structure of online courses in medicine and proposes a conceptual framework for a learning process. This process includes practical exercises based on search and…
Descriptors: Social Media, Medical Education, Computer Oriented Programs, Online Courses
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Torbjørn Netland; Rafael Lorenz; Daniel Kwasnitschka; Julian Senoner; Clemens Gróf – INFORMS Transactions on Education, 2024
The authors develop, use, and evaluate a spherical video-based virtual reality (SVVR) app for teaching operations management. The app contains a 360-degree photo- realistic copy of real factory environments with blended information and gamified exercises. To solve a learning assignment, students virtually immerse themselves in the factory using…
Descriptors: Computer Simulation, Industry, Video Technology, Visual Aids
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Robin Spring; Shanshan Lou – Journal of Advertising Education, 2024
The 26th annual Teaching Pre-Conference organized by the Advertising Division of the Association for Education in Journalism and Mass Communication focused on the topic of innovating data storytelling and visualization with AI and ChatGPT. Five prominent speakers from leading media companies and universities shared insights with advertising…
Descriptors: Advertising, Conferences (Gatherings), Journalism Education, Mass Media
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Jack Rutherford; Ross Brisco; Robert Lynch – Design and Technology Education, 2024
Few digital product development tools are used in industry and academia compared to their historic paper-based counterparts. This is surprising as many parts of the product development process have digitised such as communication and Computer-Aided Design. Therefore, a gap in knowledge was identified which informed the development of a novel…
Descriptors: Productivity, Research and Development, Concept Formation, Computer Assisted Design
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Hingle, Melanie; Patrick, Heather; Sacher, Paul M.; Sweet, Cynthia Castro – Health Education & Behavior, 2019
A decade after the first health app became available, the field of digital health has produced a range of health behavior insights and an expanding product portfolio. Despite sustained interest and growth fueled by academic and industry interests, the impact of digital health on health behavior change and related outcomes has been limited. This…
Descriptors: School Business Relationship, Industry, Behavioral Sciences, Information Technology
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Pejoska-Laajola, Jana; Reponen, Sanna; Virnes, Marjo; Leinonen, Teemu – Australasian Journal of Educational Technology, 2017
Informal learning in a physical work context requires communication and collaboration that build on a common ground and an active awareness of a situation. We explored whether mobile video conversations augmented with on-screen drawing features were beneficial for improving communication and remote collaboration practices in the construction and…
Descriptors: Telecommunications, Informal Education, Handheld Devices, Educational Technology
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Abeels, Holly; Fluech, Bryan; Krimsky, Lisa; Saari, Brooke; Shephard, Elizabeth; Zamojski, Kendra – Journal of Extension, 2015
The seafood industry in Florida is complex, with more than 80 varieties of Florida seafood commodities and an increasing number of imported products. This variety increases consumer confusion, especially with the growing concern about the origin, sustainability, and safety of seafood products. The objective of the Florida Seafood At Your…
Descriptors: Industry, Extension Education, Food, Animals
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Lin, Yen-Ting; Jou, Min – Turkish Online Journal of Educational Technology - TOJET, 2013
Advancements in information and communication technology (ICT) allowed several tools and systems to be proposed for improving classroom experiences to both instructors and students. However, most of these tools were brand-new and stand-alone programs that require users to invest additional time and effort to become familiar with their use. This…
Descriptors: Foreign Countries, Educational Technology, Technology Integration, Teaching Methods
Wu, Penn Pinlung – ProQuest LLC, 2012
This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need…
Descriptors: Instructional Design, Computer Games, Career Education, Computer Oriented Programs
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Messing, John; Altas, Irfan – Industry and Higher Education, 2006
Incorporating industry training into university courses is not in itself a radically new concept. Many examples in a variety of professions have demonstrated the value of industry input into university curricula. The information technology (IT) profession is different from many others in that it has high volatility and a short shelf-life of…
Descriptors: Foreign Countries, Information Technology, Certification, Industry