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Yunjo An – Educational Technology Research and Development, 2024
Professional organizations and researchers in the field of instructional design and technology (IDT) have attempted to identify the competencies that IDT professionals should possess using a variety of methods, including a job announcement analysis, surveys, and interviews. While most of the previous studies identified the IDT competences based on…
Descriptors: Instructional Design, Information Technology, Competence, Curriculum Development
Gi Woong Choi; Soo Hyeon Kim; Daeyeoul Lee; Jewoong Moon – TechTrends: Linking Research and Practice to Improve Learning, 2024
Recently, generative AI has been at the center of disruptive innovation in various settings, including educational sectors. This article investigates ChatGPT, which is one of the most prominent generative AI in the market, to explore its usefulness and potential for instructional design. Four researchers used a set of prompts to generate a course…
Descriptors: Artificial Intelligence, Instructional Design, Information Technology, Course Content
Jill E. Stefaniak – Educational Technology Research and Development, 2024
The purpose of this study was to examine the systemic factors that impact instructional designers' practices in higher education. The primary research goal was to examine the relationships and tensions that exist between administration, instructional designers, faculty, and resources. Semi-structured interviews were conducted with 15 instructional…
Descriptors: Instructional Design, Higher Education, Correlation, College Administration
Stephanie L. Moore – Journal of Computing in Higher Education, 2025
One way to help frame a focus on problems instead of things is the Grand Challenges concept, which has been used in many other fields to date. Grand Challenges are an articulation of large-scale, complex problems that may be addressed through coordinated and sustained efforts but require long-term effort. Often, the articulation of Grand…
Descriptors: Instructional Design, Strategic Planning, Research and Development, Problem Solving
Daniel Alonso; Medha Tare; Elizabeth Rood – Joan Ganz Cooney Center at Sesame Workshop, 2024
Nearly two billion children across the globe are growing up in an increasingly digital world. Yet even as the ways that kids engage with new technologies constantly evolve, our efforts to attend to their healthy development hasn't kept pace. It's time to prioritize the well-being of children in digital spaces, which we believe requires a…
Descriptors: Children, Well Being, Computer Mediated Communication, Information Technology
Sharon Gumina; Karen Patten; John Gerdes – Education and Information Technologies, 2024
This paper is an experiential report describing the faculty and student experiences and knowledge gained from developing an Internet of Things (IoT) course within an Information Technology (IT) Department at a large southeastern United States public university. The paper contributes insights gained developing the introductory IoT course, and it…
Descriptors: Internet, Information Technology, Computer Science Education, Public Colleges
Anya S. Evmenova; Jered Borup; Joan Kang Shin – TechTrends: Linking Research and Practice to Improve Learning, 2024
While generative AI such as ChatGPT has important drawbacks, it can potentially unlock new types of learning and support -- specially for English learners and students with disabilities -- by facilitating teachers' Universal Design for Learning (UDL) efforts. As generative AI is quickly becoming an integral part of our lives (e.g., being…
Descriptors: Artificial Intelligence, Teaching Methods, Instructional Design, Information Technology
Recommendations for Designing Collaborative Activities in Online Higher Education: Systematic Review
Elisabeth Ransanz Reyes; Ainhoa Arana-Cuenca; Ana Isabel Manzanal Martínez – Journal of Technology and Science Education, 2025
Online learning, especially in higher education, has grown in recent years and the study of its didactic implications has also increased. Online experiences have been found to be as successful as face-to-face ones, but there is a concern about a lack of social interaction among students. This makes it necessary for teachers to plan collaborative…
Descriptors: Curriculum Design, Online Courses, Higher Education, Cooperative Learning
Kristin Herman; Miguel Ramlatchan; Ross Herman – TechTrends: Linking Research and Practice to Improve Learning, 2024
Over the past decade, geospatial technologies have emerged as a tool for developing spatial reasoning and cognitive processes. While the foundational Learning to Think Spatially report from the National Research Center (2006) launched research into the use of geospatial technologies in isolation, more recently, cloud-based simulation software have…
Descriptors: Geographic Information Systems, Spatial Ability, Computer Simulation, Instructional Design
Yalun Zhou; Rahul Divekar – TechTrends: Linking Research and Practice to Improve Learning, 2025
The integration of design thinking with extended reality (XR) and artificial intelligence (AI) offers transformative potential for second language (L2) learning by providing immersive, interactive, and personalized experiences. Despite significant advancements in XR and AI technologies, their practical integration within formal language education…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Simulation
Yufang Cheng; Meng-Han Lee; Chung-Sung Yang; Pei-Yu Wu – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study was to develop the augmented reality (AR) educational program combined with the instructional guidance for supportive learning, which enhanced the thinking process cooperative discussion and problem-solving skills in chemistry subject. Design/methodology/approach: The method used the quasi-experimental research…
Descriptors: Chemistry, Science Instruction, Science Laboratories, Physical Environment
Esra Simsek; Turkan Karakus Yilmaz – Open Praxis, 2025
This systematic review aims to analyze trends in academic studies evaluating online learning environments that incorporate gamification elements and the relationship between these elements and learning outcomes. A total of 24 theses and 41 articles, published between 2013 and 2021, were included in the study, selected based on predefined keywords…
Descriptors: Gamification, Electronic Learning, Online Courses, Outcomes of Education
Rebecca Y. Bayeck – Innovations in Education and Teaching International, 2024
With the growing interest in the field of instructional design and technology to engage with issues of equity, discrimination, and racism, the field needs to tap into disciplines that have been doing this work to be equipped for this work. This paper discusses the need for the field of instructional design and technology to engage with the…
Descriptors: Humanities, Instructional Design, Race, Information Technology
Minhong Wang – Knowledge Management & E-Learning, 2024
Learning is an integral part of being human. How people learn has long been discussed, revealed in many learning theories, investigated in numerous studies, and demonstrated in extensive practices. The goal of this article is to rethink how people learn from four fundamental perspectives, that is, learning by interaction with content (C), learning…
Descriptors: Learning Processes, Instructional Design, Learning Experience, Teaching Methods
Panagiota Chatzidaki; Urban Eriksson; Sarah Zoechling; Sascha Schmeling; Tobias Fredlund – Physical Review Physics Education Research, 2025
Following the global COVID-19 pandemic, digital learning environments have gained in importance in education all around the world. A new digital learning format called a "Digital Learning Module" (DLM) was developed within the Physics Education Research (PER) group at CERN, consisting of a series of prerecorded explanatory and experiment…
Descriptors: Physics, Science Instruction, Scientific Research, Educational Research
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