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Showing 1 to 15 of 33 results Save | Export
Julian Fraillon, Editor – International Association for the Evaluation of Educational Achievement, 2024
This book presents the first results from the third cycle of the IEA International Computer and Information Literacy Study (ICILS 2023). This study investigated how young people are prepared for life in a world where the capacity to use computers and digital information responsibly, safely, and effectively is essential. The study reports on data…
Descriptors: Foreign Countries, Digital Literacy, 21st Century Skills, Computer Literacy
Jeff Allen; Jay Thomas; Stacy Dreyer; Scott Johanningmeier; Dana Murano; Ty Cruce; Xin Li; Edgar Sanchez – ACT Education Corp., 2025
This report describes the process of developing and validating the enhanced ACT. The report describes the changes made to the test content and the processes by which these design decisions were implemented. The authors describe how they shared the overall scope of the enhancements, including the initial blueprints, with external expert panels,…
Descriptors: College Entrance Examinations, Testing, Change, Test Construction
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Freiermuth, Mark, Ed.; Zarrinabadi, Nourollah, Ed. – New Language Learning and Teaching Environments, 2020
This edited volume brings together large-scale research as well as case studies from a range of geographical contexts and represents a variety of educational settings involving second language learners and users. Its aim is to explore the interrelated issues of psychology and technology use in second language learning settings as well as in more…
Descriptors: Second Language Learning, Second Language Instruction, Case Studies, Technology Uses in Education
Plass, Jan L., Ed.; Mayer, Richard E., Ed.; Homer, Bruce D., Ed. – MIT Press, 2020
This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all…
Descriptors: Game Based Learning, Computer Games, Educational Improvement, Instructional Effectiveness
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Edwards, Bosede Iyiade, Ed.; Shukor, Nurbiha A., Ed.; Cheok, Adrian David, Ed. – Lecture Notes in Educational Technology, 2021
This book discusses the development of the next generation learning spaces with emerging technologies. These spaces result from the combined needs of classroom stakeholders, such as instructors and learners, with classroom elements, such as tools and technologies, pedagogy and content. The book presents discussions and studies on issues,…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Learning
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McDonough, Kim, Ed.; Mackey, Alison, Ed. – Language Learning & Language Teaching, 2013
This volume brings together empirical research that explores interaction in a wide range of educational settings. It includes work that takes a cognitive, brain-based approach to studying interaction, as well as studies that take a social, contextual perspective. Interaction is defined quite broadly, with many chapters focusing on oral interaction…
Descriptors: Second Language Learning, Interaction, Cognitive Processes, Interpersonal Communication
Mayrath, Michael C., Ed.; Clarke-Midura, Jody, Ed.; Robinson, Daniel H., Ed.; Schraw, Gregory, Ed. – IAP - Information Age Publishing, Inc., 2012
Creative problem solving, collaboration, and technology fluency are core skills requisite of any nation's workforce that strives to be competitive in the 21st Century. Teaching these types of skills is an economic imperative, and assessment is a fundamental component of any pedagogical program. Yet, measurement of these skills is complex due to…
Descriptors: Expertise, Evidence, Integrated Curriculum, Educational Psychology
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Taylor, Robert, Ed. – 1980
Nineteen essays by five pioneers in the field of computers in education are presented in this volume. The essays provide a foundation for understanding the basic issues involved in using computers in schools, the teacher's role in helping the student make full use of computing, and the general limitations of computer use. A framework is presented…
Descriptors: Cognitive Processes, Computer Assisted Instruction, Computer Graphics, Computer Managed Instruction
Zellner, Ronald D., Ed.; And Others – 1987
Nine of the 15 papers in this collection consider the current uses of technology in education and the implications of this use; the six remaining papers focus on applications of technology in education. The papers are: (1) "A Qualitative Synthesis of Pictorial Complexity on Learner Achievement" (Jay Angert, Jon Denton, and Francis Clark); (2)…
Descriptors: Cognitive Processes, Computer Assisted Instruction, Computer Oriented Programs, Database Management Systems
Aleksander, I.; And Others – 1988
This document contains a series of papers which attempt to de-mystify the subject of artificial intelligence and to show how some countries in the European Community (EC) are approaching the promotion of development and application of artificial intelligence systems that can be used as an aid in vocational training programs, as well as to…
Descriptors: Artificial Intelligence, Cognitive Processes, Computer Assisted Instruction, Computer Uses in Education
Peters, Michael A., Ed.; Bulut, Ergin, Ed. – Peter Lang New York, 2011
Cognitive capitalism--sometimes referred to as "third capitalism," after mercantilism and industrial capitalism--is an increasingly significant theory, given its focus on the socio-economic changes caused by Internet and Web 2.0 technologies that have transformed the mode of production and the nature of labor. The theory of cognitive…
Descriptors: Foreign Countries, Social Systems, Academic Freedom, Global Approach
Center for the Study of Educational Technology, St. Paul, MN. – 1989
The seven papers in this collection focus on effective teaching strategies for using technology, the evaluation of school technology programs, and the design and use of technology-related products. Titles of the individual papers are (1) "Student Empowerment in a High Computer-Access Environment--An Exploratory Study (ACOT Report No. 1)"…
Descriptors: Cognitive Processes, Computer Assisted Instruction, Computer Managed Instruction, Drills (Practice)
Reynolds, Rodney, Ed.; Woods, Robert, Ed.; Baker, Jason, Ed. – Idea Group Publishing, 2007
The "Handbook of Research on Electronic Surveys and Measurements" is the comprehensive reference source for innovative knowledge on electronic surveys. This commanding handbook of research provides complete coverage of the challenges associated with the use of the Internet to develop online surveys, administer Web-based instruments, and conduct…
Descriptors: Surveys, Evaluation Research, Computer Assisted Testing, Measurement Techniques
Goodson, Ivor, Ed.; And Others – 1991
The second volume of a three-volume report on a three-year study of the use of computers in secondary school classrooms, this document contains the principal investigators' reports in five sub-project areas. The overall purpose of the project, which was conducted by the education faculty at the University of Western Ontario, was to examine the…
Descriptors: Art Education, Classroom Research, Cognitive Processes, Computer Assisted Instruction
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