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Mohan Yang; Courtney Miller; Helen Crompton; Zilong Pan; Noah Glaser – TechTrends: Linking Research and Practice to Improve Learning, 2024
The implementation of virtual reality (VR) has gained popularity in the organizational settings in responding to the digital transformation in the era of Industry 4.0. VR offers immersive and authentic experiences for learners through simulated real-life scenarios during training. While the affordances have been widely discussed, there is a need…
Descriptors: Computer Simulation, Organizational Learning, Training, Technology Integration
Clausen, Jon M. – TechTrends: Linking Research and Practice to Improve Learning, 2022
Technology integration within instructional practices is an essential element in the preparation of teachers. However, expectations that a single course or hopes that technology infusion will spontaneously occur are not enough to prepare teacher candidates to integrate technology in meaningful ways. In the absence of a required educational…
Descriptors: Teacher Education Programs, Preservice Teacher Education, Educational Technology, Technology Integration
Hoffman, Daniel L.; Leong, Peter; Ka'aloa, Rochelle Pi'ilani H.; Paek, Seungoh – TechTrends: Linking Research and Practice to Improve Learning, 2022
Culturally-relevant computing has been discussed as a way to promote K-12 Computer Science education and address ongoing challenges related to diversity, equity, and inclusion. What is not well understood about the practice of culturally-relevant computing, however, is how to bring together existing cultural frameworks and Computer Science…
Descriptors: Culturally Relevant Education, Computer Science Education, Teacher Attitudes, Educational Principles
Snelson, Chareen – TechTrends: Linking Research and Practice to Improve Learning, 2022
Quest-based learning (QBL) is a choice-driven approach that integrates game elements in a gamified or game-based learning environment. A scoping review of the research literature was conducted to examine the extent, range and nature of the QBL research activity, how the approach has been used in educational practice and what benefits or…
Descriptors: Game Based Learning, Educational Benefits, Educational Practices, Feasibility Studies
Kumar, Swapna; Dawson, Kara; Pollard, Rhiannon; Jeter, Gage – TechTrends: Linking Research and Practice to Improve Learning, 2022
Dissertation guiding principles and purposefully designed research curriculum guide the conceptualization and structure of dissertations in the EdD in Educational Technology at a large university in the US. An analysis of 69 dissertations completed by the first five cohorts over ten years was conducted to determine the theories, frameworks, and…
Descriptors: Doctoral Dissertations, Content Analysis, Educational Technology, Theories
Shin, Sungwon – TechTrends: Linking Research and Practice to Improve Learning, 2021
This paper is a report of a design-based research project undertaken to build a blended teacher education program that focuses on cultivating teachers' competencies for personalized and blended learning in K-12 classrooms. Two iterations were designed and examined in total, with 10 teacher educators and two teacher candidate cohorts. Teacher…
Descriptors: Blended Learning, Teacher Education Programs, Preservice Teachers, Teacher Competencies
Broadening Participation in Computing: Promoting Affective and Cognitive Learning in Informal Spaces
Yang, Hui; Codding, Diane; Mouza, Chrystalla; Pollock, Lori – TechTrends: Linking Research and Practice to Improve Learning, 2021
In this work we examine youth learning in an informal computing program implemented through a library-university partnership. In particular, we introduce and illustrate a culturally responsive computing framework which served as a foundation for the design of the program. Subsequently, we examine youth collaboration as well as affective and…
Descriptors: Informal Education, Computer Science Education, Program Descriptions, Partnerships in Education