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Hammer, Jessica; Davidson, Drew – Educational Technology, 2017
Culture can be understood as systems that produce and reproduce meaning, or as stable sets of meanings within a community. The authors illustrate how educational games produce and reproduce meaning, both related to the content being addressed and about the educational process itself. Educational games also rely on shared meanings and norms, which…
Descriptors: Educational Games, Alignment (Education), Cultural Education, Values Education
Wardlow, Liane; Harm, Eian – Educational Technology, 2015
Collaborative learning provides students with vital opportunities to create and build knowledge. Existing technologies can facilitate collaborative learning. However, barriers exist to enacting collaborative practices related to the coverage of material for assessments and classroom management concerns, among others. Teachers can overcome these…
Descriptors: Barriers, Cooperative Learning, Classroom Techniques, Appropriate Technology
Hathaway, Dawn; Norton, Priscilla – Educational Technology, 2013
Despite the central role that well organized and structured course content plays in engaging online learners with content, the authors point to the absence of guidelines for organizing content in ways that meet course learning goals. Recognizing the need for a design solution and, perhaps, the need for a new design model, "design…
Descriptors: Instructional Design, Online Courses, Educational Technology, Course Content
Recker, Mimi M.; Yuan, Min; Ye, Lei – Educational Technology, 2013
The widespread availability of high-quality Web-based tools and content offers new promise and potential for supporting teachers as creators of instructional activities. When coupled with a participatory Web culture and infrastructure, teachers can share their creations as well as leverage from the best that their peers have to offer to support a…
Descriptors: Instructional Materials, Material Development, Teacher Collaboration, Communities of Practice
Looi, Chee-Kit; Chen, Wenli; Patton, Charles M. – Educational Technology, 2010
The authors discuss the notion of Rapid Collaborative Knowledge Building (RCKB) in classroom settings. RCKB seeks to harness the collective intelligence of groups to learn faster, envision new possibilities, and to reveal latent knowledge in a dynamic live setting. It is characterized by the notion of rapid cycles of knowledge building activities…
Descriptors: Learning Activities, Educational Technology, Teaching Methods, Group Dynamics
Chen, Wenli; Seow, Peter; So, Hyo-Jeong; Toh, Yancy; Looi, Chee-Kit – Educational Technology, 2010
The use of mobile technology can help extend children's learning spaces and enrich the learning experiences in their everyday lives where they move from one context to another, switching locations, social groups, technologies, and topics. When students have ubiquitous access to mobile devices with full connectivity, the in-situ use of the mobile…
Descriptors: Electronic Learning, Handheld Devices, Educational Media, Educational Technology
Vavoula, Giasemi; Sharples, Mike; Lonsdale, Peter; Rudman, Paul; Meek, Julia – Educational Technology, 2007
MyArtSpace is a service for children to spread their learning between schools and museums using mobile phones linked to a personal Web space. Using MyArtSpace as an example, the authors discuss the possibilities for mobile technology to form bridges between formal and informal learning. They also offer guidelines for designing such bridges.…
Descriptors: Informal Education, Museums, Children, Telecommunications
Crawford, Valerie M. – Educational Technology, 2007
Highly mobile devices can make important information available to teachers in real-time, anywhere in the classroom, and in the form of easy-to-read graphical displays that support classroom decision making. By supporting such important teaching activities, we can create a high-performance classroom that supports teachers and the art of teaching,…
Descriptors: Educational Environment, Educational Technology, Teacher Integration, Formative Evaluation
McLellan, Hilary – Educational Technology, 2002
Explains experience design as an emerging multidisciplinary approach to design and considers implications for the design of instruction and learning experiences. Discusses experience design applications in education; what experience is and how people experience things; the role of stories and drama; boundaries and constraints; and implications for…
Descriptors: Drama, Experience, Instructional Design, Interdisciplinary Approach
Thiagarajan, Sivasailam – Educational Technology, 2002
Discussion of instructional design strategies focuses on principles to create faster, cheaper, and better strategies by using unconventional methods. Presents six case studies that show how training objectives were met and discusses basic principles of training design activities compared to traditional instructional systems design, including a…
Descriptors: Case Studies, Cost Effectiveness, Instructional Design, Learning Activities
Sherry, Lorraine; Trigg, Maggie – Educational Technology, 1996
Discusses how teachers and instructional designers can encourage critical thinking in students through epistemic games, reflective knowledge-generating activities that can be created for any knowledge domain. Provides examples for various subjects. Presents a method for organizing instructional material into appropriate epistemic forms and for…
Descriptors: Class Activities, Critical Thinking, Educational Games, Epistemology
Spitzer, Dean R., Ed. – Educational Technology, 1996
Briefly examines research on motivation. Discusses the importance of applying motivation principles to instructional design. Describes the following motivators that can be incorporated into the context of a learning activity: action; fun; choice; social interaction; error tolerance; measurement; feedback; challenge; and recognition. (AEF)
Descriptors: Academic Aspiration, Feedback, Instructional Design, Instructional Improvement
Dockterman, David A. – Educational Technology, 2002
Describes "Placemark," an online tool for creating and managing Web pages within a school or district Web site. Topics include interviews with teachers to determine their needs, which centered around creating instructional materials and activities; online newsletters for parents; feedback to test the interface; formative evaluation; and…
Descriptors: Computer Interfaces, Computer Software Development, Feedback, Formative Evaluation
Jasinski, Marie; Thiagarajan, Sivasailam – Educational Technology, 2000
Focuses on the use of e-mail games for learning. Discusses terminology; reasons for using virtual games; promoting person-to-person interaction online; how to play an e-mail game, including three examples of specific games; player reactions; design components; the functions for facilitating an e-mail game; and the game as an excuse for debriefing.…
Descriptors: Computer Games, Computer Oriented Programs, Computer Software, Electronic Mail
Cates, Ward Mitchell – Educational Technology, 2001
This instructional design sought to create an easily graspable application of physics principles. It took an engineering slant on the content, asking students to investigate physics by attempting to increase the productivity of a "Splam-canning" plant. Design strategies are outlined for six science principles and eight product utilization…
Descriptors: Instructional Design, Instructional Development, Instructional Innovation, Instructional Materials
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