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Helm, Francesca, Ed.; Beaven, Ana, Ed. – Research-publishing.net, 2020
Virtual exchange is gaining popularity in formal and non-formal education, partly as a means to internationalise the curriculum, and also to offer more sustainable and inclusive international and intercultural experiences to young people around the world. This volume brings together 19 case studies (17 in higher education and two in youth work) of…
Descriptors: Foreign Countries, International Educational Exchange, Higher Education, Youth Programs
Willis, Katharine S.; Corino, Gianni – International Association for Development of the Information Society, 2014
In design teaching ubiquitous technologies can offer new ways of situating learning within real world experiences. Yet they require new types of knowledge; both an understanding of how to work with the technology and also an understanding of how to use the technologies to respond to changing contexts such as the place and the people. We sought to…
Descriptors: Computer Uses in Education, Design, Teaching Methods, Educational Technology
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Sharland, Hannah – Primary Science, 2011
The author believes that to truly engage children in learning, an imaginative approach with purposeful activities is very important. One way that this can be implemented is through simple "engineering projects" where science, design and technology (D&T), mathematics and information and communication technology (ICT) are combined,…
Descriptors: Teaching Methods, Student Projects, Robotics, Science Instruction
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Whatley, Janice – Journal of Information Technology Education, 2009
Student team project work in higher education is one of the best ways to develop team working skills at the same time as learning about the subject matter. As today's students require the freedom to learn at times and places that better match their lifestyles, there is a need for any support for team project work to be also available online. Team…
Descriptors: Teamwork, Student Projects, Group Activities, Undergraduate Students
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Lallie, Harjinder Singh; Lawson, Phillip; Day, David J. – Journal of Information Technology Education: Innovations in Practice, 2011
Identifying academic misdemeanours and actual applied effort in student assessments involving practical work can be problematic. For instance, it can be difficult to assess the actual effort that a student applied, the sequence and method applied, and whether there was any form of collusion or collaboration. In this paper we propose a system of…
Descriptors: Foreign Countries, Evidence, Computer Software, Academic Achievement
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Ip, Barry; Capey, Martin; Baker, Andrew; Carroll, John – Australasian Journal of Educational Technology, 2009
This paper explores a relatively new area in the design and development of assessment procedures for the evaluation of coursework and student performance on computer and video games degrees. Emphasis is placed on an assessment which involves the development of and interaction in a virtual world, where lecturers and students are represented as…
Descriptors: Student Evaluation, Video Games, Virtual Classrooms, Computers
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Middleton, Andrew – ALT-J: Research in Learning Technology, 2009
This paper discusses a university-wide pilot designed to encourage academics to creatively explore learner-centred applications for digital audio. Participation in the pilot was diverse in terms of technical competence, confidence and contextual requirements and there was little prior experience of working with digital audio. Many innovative…
Descriptors: Pilot Projects, Case Studies, Interviews, Higher Education
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Hastie, Peter A.; Casey, Ashley; Tarter, Anne-Marie – Technology, Pedagogy and Education, 2010
This paper reports on the incorporation of wiki technology within physical education. Boys from two classes at a school in the United Kingdom were divided into small teams and given the task of creating a new game in a same genre as football, hockey, netball or rugby. Each team had a wiki on which were recorded all the plans and developments of…
Descriptors: Physical Education, Foreign Countries, Physical Education Teachers, Learning Experience
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Robertson, Judy; Good, Judith – TechTrends: Linking Research & Practice to Improve Learning, 2005
Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…
Descriptors: Games, Computers, Foreign Countries, Student Motivation