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Suchart Homjan; Wanida Homjan – International Journal of Education and Literacy Studies, 2025
This research aimed to investigate and develop an online system for educational measurement and evaluation with a focus on authentic assessment. The research process consisted of four main stages: (1) analyzing the current state and carrying out qualitative interviews on authentic assessment, (2) developing an online measurement and evaluation…
Descriptors: Foreign Countries, Student Evaluation, Computer Uses in Education, Computer Assisted Testing
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De Garrido, Luis – Creativity Research Journal, 2022
The main objective of this paper is the conceptual design of a computational AI system that emulates human creativity. To do this, extensive research has been done on recent discoveries about the neural bases of human creativity. As a result, eleven neurocognitive factors have been identified on which the tremendous creative capacity of the human…
Descriptors: Artificial Intelligence, Brain, Creativity, Program Design
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Irvin, Amanda; Marshall, Kate; Carr, Stephen – Journal of Faculty Development, 2016
Technology is changing the landscape of higher education. As the editors of this special issue have noted, technology has been particularly useful when trying to solve problems. At Texas Christian University (TCU), we employed technology to create a tool that would help standardize the evaluation of teaching while still offering enough flexibility…
Descriptors: Feedback (Response), Classroom Observation Techniques, Test Construction, Lesson Observation Criteria
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Niemeyer, Dodie J.; Gerber, Hannah R. – Educational Media International, 2015
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…
Descriptors: Informal Education, Educational Games, Computer Games, Communities of Practice
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Moll, Mark; Bordeaux, Janice; Kavraki, Lydia E. – Computer Science Education, 2013
Motion planning is a core problem in robotics concerned with finding feasible paths for a given robot. Motion planning algorithms perform a search in the high-dimensional continuous space of robot configurations and exemplify many of the core algorithmic concepts of search algorithms and associated data structures. Motion planning algorithms can…
Descriptors: Computer Software, Active Learning, Student Projects, Robotics
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Bizzocchi, Jim; Tanenbaum, Joshua – Bulletin of Science, Technology & Society, 2012
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the…
Descriptors: Discourse Communities, Case Studies, Computer Games, Video Games
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Powers, Joelle D.; Bowen, Natasha K.; Bowen, Gary L. – Children & Schools, 2011
In spite of multidisciplinary recommendations to use evidence-based interventions in schools and a growing knowledge base of such practices, most schools are not using empirically supported interventions. On the basis of a careful analysis of barriers to the implementation of the best researched programs, an online, free, and publicly available…
Descriptors: Evidence, Student Needs, School Psychology, Databases
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Ellington, Henry – Simulation & Gaming, 2012
In this invited autobiography, the author describes the impact that educational gaming and simulation has had on his professional career. He begins by reviewing his early life and education in Aberdeen and his subsequent work as a research scientist, schoolteacher, and physics lecturer. He then shows how he changed disciplines from physics to…
Descriptors: Curriculum Development, Educational Games, Systems Approach, Autobiographies
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Ngai, Grace; Chan, Stephen C. F.; Leong, Hong Va; Ng, Vincent T. Y. – ACM Transactions on Computing Education, 2013
This article presents the design and development of i*CATch, a construction kit for physical and wearable computing that was designed to be scalable, plug-and-play, and to provide support for iterative and exploratory learning. It consists of a standardized construction interface that can be adapted for a wide range of soft textiles or electronic…
Descriptors: Computer System Design, Engineering Technology, Courseware, Computer Science Education
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Guimaraes, E. G.; Cardozo, E.; Moraes, D. H.; Coelho, P. R. – IEEE Transactions on Learning Technologies, 2011
The design and implementation of remote laboratories present different levels of complexity according to the nature of the equipments operated by the remote laboratory, the requirements imposed on the accessing computers, the network linking the user to the laboratory, and the type of experiments the laboratory supports. This paper addresses the…
Descriptors: Laboratories, Client Server Architecture, Program Design, Program Implementation
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Hay, Lyn; Pymm, Bob – Education for Information, 2011
Following a review of the online delivery of distance education programs within the School of Information Studies (SIS) program at Charles Sturt University, a team of academics worked with an external consultant to design a purpose built SIS Learning Centre in Second Life (SL), a 3D virtual world environment in which people (via their avatars) may…
Descriptors: Distance Education, Teaching Methods, Web 2.0 Technologies, Online Courses
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Kanaksabee, P.; Odit, M. P.; Ramdoyal, A. – Journal of International Education Research, 2011
The key aim of this paper is to introduce a standard-based model for adaptive e-learning platform for Mauritian academic institutions and to investigate the conditions and tools required to implement this model. The main forces of the system are that it allows collaborative learning, communication among user, and reduce considerable paper work.…
Descriptors: Electronic Learning, Educational Technology, Models, Academic Standards
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Dyckhoff, Anna Lea; Zielke, Dennis; Bultmann, Mareike; Chatti, Mohamed Amine; Schroeder, Ulrik – Educational Technology & Society, 2012
Learning Analytics can provide powerful tools for teachers in order to support them in the iterative process of improving the effectiveness of their courses and to collaterally enhance their students' performance. In this paper, we present the theoretical background, design, implementation, and evaluation details of eLAT, a Learning Analytics…
Descriptors: Foreign Countries, Computer Uses in Education, Semi Structured Interviews, Usability
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McKeon, Kelly; Thompson, Ellen – Australian Library Journal, 2008
The Arts Libraries Society of Australia and New Zealand (Arlis/ANZ) recently implemented a new web presence. More than just a website, it was envisaged as a web "identity", a virtual clubhouse where the Society could conduct its "virtual business" and where members could "meet" and contribute to the activities of…
Descriptors: Foreign Countries, Internet, Web Sites, Computer System Design
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Ieronutti, Lucio; Chittaro, Luca – Computers and Education, 2007
Web-based education and training provides a new paradigm for imparting knowledge; students can access the learning material anytime by operating remotely from any location. Web3D open standards, such as X3D and VRML, support Web-based delivery of Educational Virtual Environments (EVEs). EVEs have a great potential for learning and training…
Descriptors: Architecture, Computer Assisted Instruction, Computer System Design, Database Design
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