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Showing 1 to 15 of 17 results Save | Export
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Alfarabi Imashev; Aigerim Kydyrbekova; Nurziya Oralbayeva; Azamat Kenzhekhan; Anara Sandygulova – Education and Information Technologies, 2024
The current body of scholarly literature highlights the increasing importance of Mixed Reality (MR) in the field of education since it provides an alternative way through visual stimuli inside an immersive environment. In recent years, the possibility for educators to use Mixed Reality as an additional pedagogical instrument has witnessed notable…
Descriptors: Deafness, Case Studies, Sign Language, Learning Processes
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Balaban, Igor; Filipovic, Danijel; Peras, Marko – International Association for Development of the Information Society, 2019
This paper deals with a problem of digital competence acquisition and certification. In order to overcome the problem of still inadequate number of digitally competent students and the tools that merely focus on skills acquisition, this paper proposes the CRISS platform which is a unique cloud-based digital learning solution, based on the most…
Descriptors: Computer Software, Integrated Learning Systems, Technological Literacy, Teaching Methods
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Derrick, Karim – International Journal of Technology and Design Education, 2012
Most innovations have contextual pre-cursors that prompt new ways of thinking and in their turn help to give form to the new reality. This was the case with the e-scape software development process. The origins of the system existed in software components and ideas that we had developed through previous projects, but the ultimate direction we took…
Descriptors: Foreign Countries, Portfolios (Background Materials), Portfolio Assessment, Student Evaluation
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Brodahl, Cornelia; Oftedahl, Heidi – International Journal on E-Learning, 2012
This study investigated outsourcing of the development of visual, animated and interactive learning objects for mathematics education by a Norwegian university to software vendors in China. It sought to understand the challenges in this outsourcing engagement and competences needed to meet the challenges. The authors tested outsourcing strategies…
Descriptors: Foreign Countries, Systems Development, Multimedia Instruction, Computer Games
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John K. Waters – T.H.E. Journal, 2008
Few districts have more miles on their 1-to-1 computing initiatives than Texas' Irving Independent School District, where the teachers have had laptops since 1996 and the current student program began with a pilot launched in 2001. Today, the Irving 1-to-1 program puts close to 12,000 laptops in the hands of students and teachers throughout the…
Descriptors: Computers, Computer Science, Pilot Projects, Vendors
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Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
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Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
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Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
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Bottino, R. M.; Ferlino, L.; Ott, M.; Tavella, M. – Computers & Education, 2007
The paper reports a small-scale, long-term pilot project designed to foster strategic and reasoning abilities in young primary school pupils by engaging them in a number of computer games, mainly those usually called mind games (brainteasers, puzzlers, etc.). In this paper, the objectives, work methodology, experimental setting, and tools used in…
Descriptors: Computers, Cognitive Processes, Pilot Projects, Thinking Skills
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Kordaki, M.; Miatidis, M.; Kapsampelis, G. – Computers & Education, 2008
This paper presents the design, features and pilot evaluation study of a web-based environment--the SORTING environment--for the learning of sorting algorithms by secondary level education students. The design of this environment is based on modeling methodology, taking into account modern constructivist and social theories of learning while at…
Descriptors: Constructivism (Learning), Mathematics, Social Theories, Secondary School Students
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education
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Tseng, Shian-Shyong; Sue, Pei-Chi; Su, Jun-Ming; Weng, Jui-Feng; Tsai, Wen-Nung – Computers & Education, 2007
In recent years, e-learning system has become more and more popular and many adaptive learning environments have been proposed to offer learners customized courses in accordance with their aptitudes and learning results. For achieving the adaptive learning, a predefined concept map of a course is often used to provide adaptive learning guidance…
Descriptors: Concept Mapping, Educational Technology, Virtual Classrooms, Junior High Schools
Delrio, Claudio; Ami, Zvi Ben; de Groot, Reuma; Drachmann, Raul; Ilomaki, Liisa – Online Submission, 2008
The aim of this report is, first of all, to present the KP-Lab approach toward stakeholders in the wider framework of European policies. Secondly, the KP-Lab definition of stakeholders and the strategy to address different stakeholders needs, concerns and expectations is presented in the following paragraphs. The second chapter presents concrete…
Descriptors: Foreign Countries, Evaluation Methods, Stakeholders, Educational Policy
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Gnach, Aleksandra; Wiesner, Esther; Bertschi-Kaufmann, Andrea; Perrin, Daniel – Research in Comparative and International Education, 2007
Children and young people are increasingly performing a variety of writing tasks using computers, with word processing programs thus becoming their natural writing environment. The development of keystroke logging programs enables us to track the process of writing, without changing the writing environment for the writers. In the myMoment schools…
Descriptors: Foreign Countries, Childrens Writing, Writing Processes, Writing Instruction
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van Hover, Stephanie D.; Berson, Michael J.; Bolick, Cheryl Mason; Swan, Kathleen Owings – Journal of Computing in Teacher Education, 2004
In March 2002, members of the National Technology Leadership Initiative (NTLI) met in Charlottesville, Virginia to discuss the potential effects of ubiquitous computing on the field of education. Ubiquitous computing, or "on-demand availability of task-necessary computing power," involves providing every student with a handheld computer--a…
Descriptors: Social Studies, Educational Policy, Policy Analysis, Curriculum
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