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Editorial Projects in Education, 2024
Addressing academic integrity in the age of AI is essential to ensure honesty and student success. This Spotlight will help you learn about how educators nationwide are approaching AI in teaching and learning; review data investigating how many students are actually using AI to cheat; examine strategies teachers are using to fight AI cheating;…
Descriptors: Integrity, Artificial Intelligence, Teaching Methods, Computer Software
Dina Foster; Caitlin McLemore; Brandon Olszewski; Ali Chaudhry; Ekaterina Cooper; Laurie Forcier; Rose Luckin – UK Department for Education, 2023
A rapid, exploratory review to establish a shared understanding of what constitutes good quality EdTech and implementation. The review: (1) examined existing frameworks and standards; and (2) identified the characteristics, quality components, essential conditions and evaluation criteria for the design and implementation of EdTech. The report…
Descriptors: Standards, Educational Technology, Guidelines, Evidence Based Practice
Office of Educational Technology, US Department of Education, 2024
The U.S. Department of Education is committed to supporting innovative advances in educational technology to improve teaching and learning across the nation's education systems and to support educators as they incorporate emerging technology into their learning communities. Artificial Intelligence (AI) in education is a complex and rapidly…
Descriptors: Equal Education, Artificial Intelligence, Computer Software, Technology Integration
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Rubin-Vaughan, Alice; Pepler, Debra; Brown, Steven; Craig, Wendy – Computers & Education, 2011
Everyday many students face bullying situations that they are ill equipped to manage. E-learning has recently emerged as a potentially effective tool in teaching children social skills, in addition to academic subject matter. Quest for the Golden Rule is one of the first bullying prevention e-learning programs available, designed by the…
Descriptors: Electronic Learning, Bullying, Prevention, Quality Control
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Wei, Chun-Wang; Hung, I-Chun; Lee, Ling; Chen, Nian-Shing – Turkish Online Journal of Educational Technology - TOJET, 2011
This research demonstrates the design of a Joyful Classroom Learning System (JCLS) with flexible, mobile and joyful features. The theoretical foundations of this research include the experiential learning theory, constructivist learning theory and joyful learning. The developed JCLS consists of the robot learning companion (RLC), sensing input…
Descriptors: Foreign Countries, Educational Strategies, Constructivism (Learning), Experiential Learning
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Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
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Rummel, Nikol; Mullins, Dejana; Spada, Hans – International Journal of Computer-Supported Collaborative Learning, 2012
With the aim to promote students' mathematics learning, we extended the Cognitive Tutor Algebra (CTA), a computer-based tutoring system for high school mathematics, to a collaborative setting. Furthermore we developed a collaboration script to support students' interactions. In an experimental classroom study, we compared three conditions:…
Descriptors: Mathematics Education, Prior Learning, Interaction, Algebra
Moline, Steve – Stenhouse Publishers, 2011
Some educators may view diagrams, pictures, and charts as nice add-on tools for students who are visual thinkers. But Steve Moline sees visual literacy as fundamental to learning and to what it means to be human. In Moline's view, we are all bilingual. Our second language, which we do not speak but which we read and write every day, is visual.…
Descriptors: Visual Learning, Learning Modalities, Visual Literacy, Educational Strategies
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Molenaar, Inge; Roda, Claudia; van Boxtel, Carla; Sleegers, Peter – Computers & Education, 2012
The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N=56) are supported with computer-generated scaffolds and students in the control condition (N=54) do not receive scaffolds. The scaffolds are…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Metacognition, Learning Processes
Beal, Carole R.; Stevens, Ronald H. – Society for Research on Educational Effectiveness, 2011
Recent assessments indicate that American students do not score well on tests of scientific problem solving, relative to students in other nations. IMMEX is a web-based virtual environment that provides students with opportunities to solve science problems by viewing information resources through a suite of menu options, developing a hypothesis…
Descriptors: Feedback (Response), Chemistry, Problem Solving, Educational Technology
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Kim, Hye Jeong; Pedersen, Susan – Computers & Education, 2011
Hypothesis development is a complex cognitive activity, but one that is critical as a means of reducing uncertainty during ill-structured problem solving. In this study, we examined the effect of metacognitive scaffolds in strengthening hypothesis development. We also examined the influence of hypothesis development on young adolescents'…
Descriptors: Problem Based Learning, Problem Solving, Early Adolescents, Program Effectiveness
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Basch, Charles E. – Journal of School Health, 2011
Objective: To discuss implications for educational policy and practice relevant to closing the achievement gap based on the literature review and synthesis presented in 7 articles of the October 2011 special issue of the "Journal of School Health". Methods: Implications for closing the achievement gap are drawn from analyses of current literature.…
Descriptors: Evidence, Achievement Gap, School Restructuring, Health Promotion
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Mears, Derrick – Strategies: A Journal for Physical and Sport Educators, 2010
An early 15th century drawing by Leonardo da Vinci depicted a device that used gears and a pendulum that moved in synchronization with the wearer as he or she walked. This is believed to be the early origins of today's physical activity monitoring devices. Today's devices have vastly expanded on da Vinci's ancient concept with a myriad of options…
Descriptors: Physical Activity Level, Computer Software, Educational Technology, Technology Integration
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Vos, Nienke; van der Meijden, Henny; Denessen, Eddie – Computers & Education, 2011
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory "drag and…
Descriptors: Foreign Countries, Educational Games, Learning Strategies, Memory
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Larkin, Kevin – Journal of Research on Technology in Education, 2012
The current orthodoxy regarding computer use in schools appears to be that one-to-one (1:1) computing, wherein each child owns or has sole access to a computing device, is the most efficacious way to achieve a range of desirable educational outcomes, including individualised learning, collaborative environments, or constructivist pedagogies. This…
Descriptors: Foreign Countries, Cost Effectiveness, Cooperative Learning, Classroom Environment
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