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Ömer Demir; Bengi Birgili – Education and Information Technologies, 2024
The use of instructional videos is rampant in education; however, their interaction is limited by weak instructional design. Gagne has never insisted on using his renowned 9 Events of Instruction slavishly in situations as a viable paradigm for utilization in video design. Connecting grade level, video length, and interaction, this study seeks to…
Descriptors: Instructional Design, Instructional Program Divisions, Video Technology, Mathematics Instruction
Randolph, Dacia; Liu, Leping – International Journal of Technology in Teaching and Learning, 2022
Learning engagement varies in different modes of instructions. With such consideration, the authors of this article conducted comparative analyses on student learning outcomes measured by their final mean grade point averages (GPAs) during three timeperiods (before, at the onset of, and during pandemic) when inperson, online, and hybrid…
Descriptors: Middle School Students, Learner Engagement, COVID-19, Pandemics
Kremer, Nick – Educational Leadership, 2011
This article describes how the author's skepticism about online education turns into belief when he teaches his own online course. Throughout the process of designing and facilitating his online course, he found himself slowly evolving from critic to champion of online education. Here, he shares the benefits of online learning.
Descriptors: Electronic Learning, Online Courses, Instructional Design, Teacher Student Relationship
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
Walker, Andrew; Recker, Mimi; Ye, Lei; Robertshaw, M. Brooke; Sellers, Linda; Leary, Heather – Educational Technology Research and Development, 2012
This article presents a quasi-experimental study comparing the impact of two technology-related teacher professional development (TTPD) designs, aimed at helping junior high school science and mathematics teachers design online activities using the rapidly growing set of online learning resources available on the Internet. The first TTPD design…
Descriptors: Class Activities, Learning Activities, Problem Based Learning, Program Effectiveness
Cobb, Paul; Gresalfi, Melissa; Hodge, Lynn Liao – Journal for Research in Mathematics Education, 2009
Our primary purpose in this article is to propose an interpretive scheme for analyzing the identities that students develop in mathematics classrooms that can inform instructional design and teaching. We first introduce the key constructs of normative identity and personal identity, and then illustrate how they can be used to conduct empirical…
Descriptors: Instructional Design, Mathematics Instruction, Middle School Students, Student Characteristics
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2014
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Visualization
Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory