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Showing 1 to 15 of 73 results Save | Export
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Walker, A. Adrienne; Engelhard, George, Jr. – Measurement: Interdisciplinary Research and Perspectives, 2014
"Game-Based Assessments: A Promising Way to Create Idiographic Perspectives" (Adrienne Walker and George Englehard) comments on: "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" by Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, and Valerie J. Shute. Here, Walker and Englehard write…
Descriptors: Educational Games, Task Analysis, Models, Educational Assessment
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O'Neill, D. Kevin – Learning, Media and Technology, 2011
This article synthesizes research on social capital, school outcomes, internet use, and volunteering to argue that e-mentoring--which is commonly practiced over long distances--could become a powerful way to build greater cohesiveness in local communities. Realizing this potential will require a larger-scale and more coordinated approach to…
Descriptors: Foreign Countries, Program Design, Mentors, School Effectiveness
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Bell, David – British Journal of Educational Technology, 2009
There is currently widespread interest in exploring the opportunities to develop learning that can be delivered in three-dimensional multiuser virtual environments (3-D MUVEs). In this paper, I argue for the need to conduct research into the emerging cultures of use in 3-D MUVEs, focussing on the example of Second Life. Drawing on social and…
Descriptors: Social Systems, Educational Research, Research Needs, Cultural Context
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American Journal of Distance Education, 2008
This article presents an interview with John Seely Brown, a visiting scholar at the University of Southern California and a former chief scientist of Xerox Corporation and director of its Palo Alto Research Center (PARC)--a position he held for nearly two decades. While head of PARC, Brown expanded the role of corporate research to include such…
Descriptors: Interests, Global Approach, Educational Technology, Computer Uses in Education
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Kordel, Richard – EDUCAUSE Quarterly, 2008
In moving information onto a computer, people generally assume that the format and presentation have little effect on the information itself. Every online educator should consider the effect on students of the electronic presentation of information, however, as that assumption is questionable. Although many writers have investigated the computer…
Descriptors: Internet, Computer Uses in Education, Computer Mediated Communication, Design
Ramondetta, June – Learning, 1989
The article describes ways to encourage effective classroom computer use. Setup of the computer corner is crucial. A friendly corner should include things like explanatory posters, disk boxes, a digital clock, earphones, a timer, chairs, and a wheeled cart. A sign-up sheet encourages efficient scheduling, which is also critical. (SM)
Descriptors: Classroom Design, Classroom Environment, Computer Uses in Education, Educational Equipment
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Sammons, Martha C. – T.H.E. Journal, 1995
Describes results of a pilot program conducted at Wright State University in which students judged instructors on their use of computer-aided classroom presentations. A table presents student reaction to computer-aided presentations, and the article discusses detailed comments students made about screen design, use of multimedia, instructor…
Descriptors: Classroom Design, Computer Assisted Instruction, Computer Uses in Education, Higher Education
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McFarland, Ronald D. – T.H.E. Journal, 1995
Ten ways to design an effective Human-Computer Interface are explained. Highlights include material delivery that relates to user knowledge; appropriate screen presentations; attention value versus learning and recall; the relationship of packaging and message; the effectiveness of visuals and text; the use of color to enhance communication; the…
Descriptors: Computer Graphics, Computer System Design, Computer Uses in Education, Electronic Text
Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
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Peterson, Norman K.; Orde, Barbara J. – T.H.E. Journal, 1995
The University of Wyoming conducted a study at its lab school on the use of multimedia in education. Discussion includes the center and the curriculum; the type of data collected; results in terms of behavior, instructional materials, and management; as well as observations and recommendations. (AEF)
Descriptors: Administration, Computer Uses in Education, Curriculum Design, Educational Facilities Design
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Schneider, Edward W. – Performance Improvement, 2006
Extracting and applying lessons from history is rarely easy and sometimes risky but there are moments when historical records are so compelling that they rise above mere proof to the level of interocular impact. In this article, the author shares his similar experience while visiting his colleague, Professor Bruce Clark, at the University of…
Descriptors: Teaching Methods, Methods, Microforms, Computer Assisted Instruction
Ebersole, Dennis C. – Collegiate Microcomputer, 1987
Considers educational applications of local area computer networks and discusses industry standards for design established by the International Standards Organization (ISO) and Institute of Electrical and Electronic Engineers (IEEE). A futuristic view of a learning laboratory using a local area network is presented. (Author/LRW)
Descriptors: Computer Uses in Education, Design, Futures (of Society), Learning Laboratories
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Parrish, Patrick E. – Educational Technology Research and Development, 2004
Object-oriented instructional design (OOID) offers the promise of universal access to online instructional materials, increased productivity among trainers and educators, and solutions for individualizing learning. However, it is unclear whether it can fulfill these promises to the degree many envision. As with every new instructional technology,…
Descriptors: Instructional Materials, Instructional Design, Educational Technology, Access to Information
Guelph Univ. (Ontario). – 1985
This 21-paper collection examines various issues in electronic networking and conferencing with computers, including design issues, conferencing in education, electronic messaging, computer conferencing applications, social issues of computer conferencing, and distributed computer conferencing. In addition to a keynote address, "Computer…
Descriptors: Computer Uses in Education, Computers, Design Requirements, Information Networks
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Becker, Henry Jay – Educational Researcher, 1987
Discusses advantages and disadvantages of two types of research methodologies used to study the effect of LOGO in classroom settings: the treatment methodology and computer criticism. Stresses the importance of testable consequences. (PS)
Descriptors: Accountability, Computer Uses in Education, Computers, Courseware
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