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Christian X. Navarro-Cota; Ana I. Molina; Miguel A. Redondo; Carmen Lacave – IEEE Transactions on Education, 2024
Contribution: This article describes the process used to create a questionnaire to evaluate the usability of mobile learning applications (CECAM). The questionnaire includes specific questions to assess user interface usability and pedagogical usability. Background: Nowadays, mobile applications are expanding rapidly and are commonly used in…
Descriptors: Usability, Questionnaires, Electronic Learning, Computer Oriented Programs
Michele Dickey – Journal of Educational Multimedia and Hypermedia, 2025
Instructional design is a design discipline that bridges science and arts-based practices. It has a long history of borrowing from various fields of design. Experience Design (XD) is a relatively new field that holds relevance for instructional design because, as a multidisciplinary approach, XD focuses on creating meaningful user experiences and…
Descriptors: Instructional Design, Learning Experience, Educational Environment, Design
Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
Trask, Suzanne; Charteris, Jennifer; Edwards, Frances; Cowie, Bronwen; Anderson, Joanna – Learning Environments Research, 2023
Innovative learning environments (ILE) with open flexible classroom spaces are designed to support collaboration and emphasise responsibility for self-regulated student learning as a partnership between students and teachers. Recent studies of ILE focus more on teachers than students' experiences, and there is a gap in the theorising of student…
Descriptors: Educational Innovation, Classroom Environment, Student Attitudes, Educational Attitudes
Marmur, Ofer; Koichu, Boris – Mathematical Thinking and Learning: An International Journal, 2023
This paper explores student emotion and learning experiences fostered by lecturing-style instruction in Real-Analysis problem-centered lessons. We focus on two lessons that were taught by two reputable instructors and involved challenging, mathematically-related problems the students did not understand. Nonetheless, one lesson evoked negative…
Descriptors: Heuristics, Discourse Analysis, Recall (Psychology), Correlation
Araújo, Sara Barros; Esteves, Susana; Marta, Margarida – Early Years: An International Journal of Research and Development, 2023
In Portugal, professional preparation for working with infants and toddlers is often characterized as insufficient and/or inadequate in light of the specific professionalism required for working with very young children. This study is situated in initial professional education (IPE) and, in particular, on practicum experiences within an early…
Descriptors: Foreign Countries, Preschool Teachers, Early Childhood Education, Student Attitudes
Magana, Alejandra J.; Elluri, Sindhura; Dasgupta, Chandan; Seah, Ying Ying; Madamanchi, Aasakiran; Boutin, Mireille – Journal of Science Education and Technology, 2019
In science and engineering education, the use of heuristics has been introduced as a way of understanding the world, and as a way to approach problem-solving and design. However, important consequences for the use of heuristics are that they do not always guarantee a correct solution. Learning by Design has been identified as a pedagogical…
Descriptors: Role, Computer Simulation, Learning Experience, Middle School Students
Nacu, Denise; Martin, Caitlin K.; Pinkard, Nichole – Educational Technology Research and Development, 2018
With the growing emphasis on developing 21st century skills among today's youth, there is continued optimism about the possibilities granted by increasing access to networked technologies, particularly for encouraging youth to pursue their interests and take ownership of their learning. Yet, research demonstrates the importance of adult support in…
Descriptors: Heuristics, Middle Schools, Learning Experience, Design
Brennan, Karen; Blum-Smith, Sarah; Yurkofsky, Maxwell M. – Teachers College Record, 2018
Background: Although much is known from educational research about factors that support K-12 teacher professional learning, it has been an ongoing challenge to incorporate these factors into practice in new contexts and environments. We argue that these factors are too often treated like a checklist of discrete elements, either present or not,…
Descriptors: Check Lists, Heuristics, Online Courses, Teacher Education
Pi, Zhongling; Zhang, Yi; Zhou, Weichen; Xu, Ke; Chen, Yanran; Yang, Jiumin; Zhao, Qingbai – British Journal of Educational Technology, 2021
In the present study, we tested the effectiveness of three learning strategies (self-explanation, learning by teaching and passive viewing) used by students who were learning from video lectures. Effectiveness was measured not only with traditional measures, but also with electroencephalography (EEG). Using a within-subjects design, 26 university…
Descriptors: Lecture Method, Video Technology, Vocabulary Development, Second Language Learning
Exley, Beryl; Kervin, Lisa; Mantei, Jessica – English in Australia, 2016
In this article we introduce a heuristic for orientating to the language content of the Australian Curriculum: English. Our pedagogical heuristic, called "Playing with Grammar", moves through three separate but interwoven stages: (i) an introduction to the learning experience, (ii) a focus on learning, and (iii) an application of new…
Descriptors: Grammar, Heuristics, Teaching Methods, English Curriculum
Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists