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Lauren Hays; Odin Jurkowski; Shantia Kerr Sims – TechTrends: Linking Research and Practice to Improve Learning, 2024
There has been a great deal written about ChatGPT since its launch in late 2022. Many news stories specifically address the impact of ChatGPT on education. However, there has been little research showing what K-12 teachers are thinking about and doing with ChatGPT. This research article helps to fill that gap. A survey of Missouri teachers was…
Descriptors: Kindergarten, Elementary Secondary Education, Faculty Development, Artificial Intelligence
Kevin Close; Melissa Warr; Punya Mishra – TechTrends: Linking Research and Practice to Improve Learning, 2024
Emerging technologies present new possibilities for schools, but also present ethical issues for designers. Ethical issues arising from the design, accessibility, adoption, and implementation of emerging technologies in schools are intertwined with existing power dynamics, hierarchies, and decision-making norms that perpetuate entrenched…
Descriptors: Ethics, Design, Technology Uses in Education, Educational Technology
Gaskins, Nettrice – TechTrends: Linking Research and Practice to Improve Learning, 2023
This paper reviews algorithmic or artificial intelligence (AI) bias in education technology, especially through the lenses of speculative fiction, speculative and liberatory design. It discusses the causes of the bias and reviews literature on various ways that algorithmic/AI bias manifests in education and in communities that are underrepresented…
Descriptors: Algorithms, Bias, Artificial Intelligence, Educational Technology
Kristin Herman; Miguel Ramlatchan; Ross Herman – TechTrends: Linking Research and Practice to Improve Learning, 2024
Over the past decade, geospatial technologies have emerged as a tool for developing spatial reasoning and cognitive processes. While the foundational Learning to Think Spatially report from the National Research Center (2006) launched research into the use of geospatial technologies in isolation, more recently, cloud-based simulation software have…
Descriptors: Geographic Information Systems, Spatial Ability, Computer Simulation, Instructional Design
Tiffany A. Roman; Erin E. Collins; Hyunjin Son – TechTrends: Linking Research and Practice to Improve Learning, 2024
This design case describes how the principles of Universal Design for Learning (UDL) informed the development of SpectrumPlay, a digital tool created to support learning and instruction of elementary music literacy and composition in inclusive music classrooms. The learning supports embedded in the tool enable students with visual processing…
Descriptors: Music Education, Knowledge Level, Educational Technology, Elementary School Students
Akcaoglu, Mete; Dogan, Selcuk; Hodges, Charles B. – TechTrends: Linking Research and Practice to Improve Learning, 2022
In this paper, we describe the design, development, and implementation of a curriculum based on teaching computer science using an industry-standard game-design software: Unity 3D. We discuss the theoretical underpinnings of our instructional design process and steps we have taken to introduce complexity and maintain student motivation. We discuss…
Descriptors: Curriculum Design, Curriculum Development, Curriculum Implementation, Coding
Huang, Wanju – TechTrends: Linking Research and Practice to Improve Learning, 2023
A design case is a form of scholarly writing in which the author embarks on a reflective journey sharing rich descriptions of their design, design processes, challenges, etc. This paper presents two design cases that demonstrate how learning theories and instructional design concepts were purposefully incorporated in two instructional applications…
Descriptors: Learning Processes, Instructional Design, Learning Theories, Artificial Intelligence
Remshagen, Anja; Huett, Kim C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
As schools endeavor to provide all students with access to computational thinking and computer science, the hackathon emerges as a competitive and high-energy event that uses authentic problems to motivate learners to engage in the domain of computing. This article presents the design case of a hackathon for teenagers as enacted over five…
Descriptors: Adolescents, Computer Software, Group Activities, Problem Solving
Dolowitz, Annetta; Collier, Jessica; Hayes, Aleshia; Kumsal, Cem – TechTrends: Linking Research and Practice to Improve Learning, 2023
This case study details microlearning content development, testing, and implementation of the NATO Headquarters Supreme Allied Command Transformation (HQ SACT) e-Learning Networking App (NeNA) conducted by an AECT microlearning consulting team. NeNA was designed to provide microlearning "just-in-time" content, to create socialization…
Descriptors: Case Studies, Computer Software, Armed Forces, International Organizations
Sarrab, Mohamed; Al-Shihi, Hafedh; Al-Manthari, Bader; Bourdoucen, Hadj – TechTrends: Linking Research and Practice to Improve Learning, 2018
Mobile learning (M-learning) is a learning paradigm that utilizes the advantages of mobility and wireless technologies in the learning and education process. It can be characterized by the ability to support and provide strong interaction between learners and instructors, offering high levels of learning motivation, collaboration, and flexibility…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Lim, Cheolil; Ryu, Jeeheon; Martindale, Trey; Kim, Nari; Park, Sanghoon – TechTrends: Linking Research and Practice to Improve Learning, 2019
This report synthesized a one-hour panel discussion at the Association for Educational Communications and Technology (AECT) International Convention 2018 in Kansas City, Missouri, sponsored by the Korean Society for Educational Technology (KSET). The theme of the panel discussion was "New Technology, Design, and Research Approaches for…
Descriptors: Educational Technology, Conferences (Gatherings), Teaching Methods, Instructional Design
Denham, André R.; Mayben, Robert; Boman, Terri – TechTrends: Linking Research and Practice to Improve Learning, 2016
In the past 15 to 20 years there has been an increased interest in the use of games for learning. A considerable amount of work has already been done by educational researchers and theorists (Gee, Squire, Malone, Lepper, Shaffer, etc.) to identify and to operationalize the native affordances of games that make them good for learning. Unfortunately…
Descriptors: Elementary Secondary Education, Educational Games, Computer Software, Computer Uses in Education
Zydney, Janet Mannheimer; Hooper, Simon – TechTrends: Linking Research and Practice to Improve Learning, 2015
Educators can use video to gain invaluable information about their students. A concern is that collecting videos online can create an increased security risk for children. The purpose of this article is to provide ethical and legal guidelines for designing video-based apps for mobile devices and the web. By reviewing the literature, law, and code…
Descriptors: Video Technology, Computer Software, Computer System Design, Design Requirements
Rich, Peter J.; Trip, Tonya – TechTrends: Linking Research and Practice to Improve Learning, 2011
The increasing ease and ubiquity of video has resulted in a proliferation of video annotation tools used and designed for improving education. While similar, each tool has its relative strengths and weaknesses. Choosing the "right" tool can have an impact on the experience of teachers and the effectiveness of video as a means for improving…
Descriptors: Video Technology, Computer Software, Educational Improvement, Computer Uses in Education
Beriswill, Joanne Elizabeth – TechTrends: Linking Research and Practice to Improve Learning, 2014
In this design case, an instructor developed a goal-based scenario (GBS) for undergraduate computer fundamentals students to apply their knowledge of computer equipment and software. The GBS, entitled the MegaTech Project, presented the students with descriptions of the everyday activities of four persons needing to purchase a computer system. The…
Descriptors: Goal Orientation, Undergraduate Students, Computer Science Education, Computers