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Aldridge, David – Educational Theory, 2018
This article by David Aldridge concerns the promise of knowledge "insertion." The promise can be elucidated as follows: knowledge could be inserted by a less time-consuming (and possibly in many senses less expensive) technological process than traditional learning, whereby, for example, some relatively swift procedure of implanting or…
Descriptors: Technology Uses in Education, Brain, Epistemology, Learning Processes
Kucirkova, Natalia; Littleton, Karen – Learning, Media and Technology, 2017
Massive open online courses (MOOCs) are online courses aimed at global unlimited participation, originally conceptualised to carry no fee and offer no formal accreditation to the students (McAuley et al. 2010). Although their pedagogies vary, the most popular MOOC providers (e.g., Coursera, FutureLearn and EdX) are turning towards what Rodriguez…
Descriptors: Online Courses, Models, Educational Practices, Educational Methods
King, Elizabeth M.; Dickmann, Ellyn M.; Johnson, Barbara Z. – Cultural Studies of Science Education, 2016
This review examines Anne Katrine Kamstrupp's article "The wow-effect in science teacher education; technology; sociomateriality." In the discussion below we explore three key areas of her ethnographic research. First, we reconsider Kamstrupp's article through the lens of technology as a pedagogical choice and philosophy. This is…
Descriptors: Ethnography, Educational Research, Educational Philosophy, Technology Integration
Brown, Timothy T. – Journal of Management Education, 2016
In this issue, Cavanaugh, Giapponi, and Golden (2016) have discussed the new prominent role of digital devices in the lives of students; the possible impact of these widely-used technologies on developing, learning minds; and the relevance of new cognitive neuroscience research and technologies for better understanding the potential effects of…
Descriptors: Cognitive Development, Teaching Methods, Learning Processes, Learning Strategies
Biles, Melissa – Cultural Studies of Science Education, 2012
This response to Leah A. Bricker and Phillip Bell's paper, "GodMode is his video game name", examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning,…
Descriptors: Video Games, Social Environment, Learning Processes, STEM Education
Greenhow, Christine; Robelia, Beth; Hughes, Joan E. – Educational Researcher, 2009
In the past decade, significant shifts have occurred in the nature of the Internet and the conceptualization of classrooms. Such shifts have affected constructs of learning and instruction and paths for future research. In this article, the authors build on three ideas set forth in comments on their article "Web 2.0 and Classroom Research: What…
Descriptors: Scholarship, Educational Practices, Professional Development, Educational Quality
Hollenbeck, James; Hollenbeck, Darina – Online Submission, 2009
Research and various studies have showed that using multimedia in the classroom increases creativity, innovation problem solving and improves communication between people. Technology addresses equity and access issues for learners. Using technology allows educators to refine teaching strategies and learning processes, and to be more inclusive of…
Descriptors: Cognitive Style, Classroom Research, Learning Processes, Teaching Methods