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Frederick R. Missel; Jeremy V. Ernst; Daniel P. Kelly; Erik Schettig; Aaron C. Clark – Technology and Engineering Teacher, 2023
For students to gain the most out of education, they need to form long-term memories from experiences gained through active learning. The greatest distinction between active learning and traditional approaches involves the types of tasks and problems the students are challenged to solve. Active learning activities should be structured with student…
Descriptors: Active Learning, Engineering Education, Computer Graphics, Design
Ward, Monica – Research-publishing.net, 2016
The orthographical depth of a language impacts on a learner's ability to learn a language (Katz & Frost, 1992). If it is easier for learners to read the language as it is written, it will make the learning process easier. One way to address the problem of orthographically deep or opaque languages where the pronunciation is not very easy to…
Descriptors: Animation, Pronunciation, Orthographic Symbols, Computer Graphics
Kaur, Manmohan; Wangler, Thomas – International Journal for Technology in Mathematics Education, 2014
Although most calculus students are comfortable with the Cartesian equations of curves and surfaces, they struggle with the concept of parameters. A multivariable calculus course is really the time to nail this concept down, once and for all, since it provides an easy way to represent many beautiful and useful surfaces, and graph them using a…
Descriptors: Creativity, Technology Uses in Education, Calculus, Mathematical Concepts
Shealer, Ron; Shealer, Michelle – Technology and Engineering Teacher, 2014
This article describes a cooperative project between eighth graders and first graders called "Going Green in the Neighborhood." The project entailed the first grade students sketching home designs on paper to make a model community, and the eighth grade students taking those drawings and making them into 3D computer models and then…
Descriptors: Design, Class Activities, Cooperative Learning, Grade 1
Harlow, Danielle Boyd; Leak, Anne Emerson – Computer Science Education, 2014
Recent studies in learning programming have largely focused on high school and college students; less is known about how young children learn to program. From video data of 20 students using a graphical programming interface, we identified ideas that were shared and evolved through an elementary school classroom. In mapping these ideas and their…
Descriptors: Programming, Cooperative Learning, Concept Mapping, Elementary School Science
de Castro, Christopher H. – ProQuest LLC, 2011
This study explored the development of student's conceptual understandings of limit and derivative when utilizing specifically designed computational tools. Fourteen students from a secondary Advanced Placement Calculus AB course learned and explored the limit and derivative concepts from differential calculus using visualization tools in the…
Descriptors: Advanced Placement Programs, Problem Solving, Programming, Mathematical Concepts
Peppler, Kylie A. – Teachers College Record, 2010
Background/Context: New technologies have been largely absent in arts education curriculum even though they offer opportunities to address arts integration, equity, and the technological prerequisites of an increasingly digital age. This paper draws upon the emerging professional field of "media arts" and the ways in which youth use new…
Descriptors: Studio Art, Active Learning, Educational Technology, Disadvantaged Youth
Madhyastha, Tara M.; Tanimoto, Steven – International Working Group on Educational Data Mining, 2009
Most of the emphasis on mining online assessment logs has been to identify content-specific errors. However, the pattern of general "consistency" is domain independent, strongly related to performance, and can itself be a target of educational data mining. We demonstrate that simple consistency indicators are related to student outcomes,…
Descriptors: Web Based Instruction, Computer Assisted Testing, Computer Software, Computer Science Education
Moore, Joi L., Ed.; Benson, Angela D., Ed. – InTech, 2012
This book, written by authors representing 12 countries and five continents, is a collection of international perspectives on distance learning and distance learning implementations in higher education. The perspectives are presented in the form of practical case studies of distance learning implementations, research studies on teaching and…
Descriptors: Foreign Countries, Distance Education, Instructional Design, Educational Technology
Petersson, Helge; Sinkvist, David; Wang, Chunliang; Smedby, Orjan – Anatomical Sciences Education, 2009
Despite a long tradition, conventional anatomy education based on dissection is declining. This study tested a new virtual reality (VR) technique for anatomy learning based on virtual contrast injection. The aim was to assess whether students value this new three-dimensional (3D) visualization method as a learning tool and what value they gain…
Descriptors: Student Attitudes, Textbooks, Computer Simulation, Visualization
Agee, Kelly, Ed. – Research and Curriculum Unit, 2009
Secondary vocational-technical education programs in Mississippi are faced with many challenges resulting from sweeping educational reforms at the national and state levels. Schools and teachers are increasingly being held accountable for providing true learning activities to every student in the classroom. This accountability is measured through…
Descriptors: Animation, Multimedia Materials, Information Technology, Graphic Arts
Murdock, Ashleigh Barbee, Ed. – Research and Curriculum Unit, 2010
Secondary vocational-technical education programs in Mississippi are faced with many challenges resulting from sweeping educational reforms at the national and state levels. Schools and teachers are increasingly being held accountable for providing true learning activities to every student in the classroom. This accountability is measured through…
Descriptors: Video Technology, Animation, Student Organizations, Educational Technology
Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods