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Morgado, Margarida; Vesala-Varttala, Tanja – Language Learning in Higher Education, 2023
English for Specific Purposes (ESP) teachers in Higher Education struggle with introducing variation and meaning into courses, while addressing 21st century skills development for global employment markets. Digital storytelling in its many forms constitutes fertile ground for engaging students while learning the specific academic and professional…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Story Telling
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Pöntinen, Susanna; Räty-Záborszky, Sinikka – European Early Childhood Education Research Journal, 2020
It is important that educators create a good basis for young students to develop their digital competence. This two-year case study aimed to find ways to foster the digital competence of young students in the early years of primary school education. The results show that spontaneous problems provided opportunities for students to show their…
Descriptors: Elementary School Students, Young Children, Technological Literacy, Competence
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Jääskelä, Päivikki; Häkkinen, Päivi; Rasku-Puttonen, Helena – Journal of Research on Technology in Education, 2017
This study examines university teachers' beliefs about the role of technology in achieving the pedagogical aims of learning within teaching development initiatives at a Finnish university. The initiatives targeted technology adoption in teaching and learning and were enhanced within teacher groups, with support from a university-level network…
Descriptors: Teacher Attitudes, Technology Integration, College Faculty, Content Analysis
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Kaila, Erkki; Kurvinen, Einari; Lokkila, Erno; Laakso, Mikko-Jussi – ACM Transactions on Computing Education, 2016
Educational technology offers several potential benefits for programming education. Still, to facilitate the technology properly, integration into a course must be carefully designed. In this article, we present a redesign of an object-oriented university-level programming course. In the redesign, a collaborative education tool was utilized to…
Descriptors: Curriculum Development, Programming, Computer Science Education, Active Learning
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Hamalainen, Raija – Technology, Pedagogy and Education, 2011
Designing collaborative three-dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the "design-based research" methodology are described; these have been used to support collaborative learning in the…
Descriptors: Cooperation, Vocational Education, Cooperative Learning, Educational Games
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Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed.; Hui, Wendy, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and poster of the 6th International Conference on Educational Technologies 2019 (ICEduTech 2019), which has been organised by the International Association for Development of the Information Society and co-organised by the Lingnan University, in Hong Kong, February 8-10, 2019. ICEduTech is the scientific…
Descriptors: Educational Technology, Elementary School Students, Reflection, Computer Mediated Communication