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van der Spek, Erik D.; Wouters, Pieter; van Oostendorp, Herre – British Journal of Educational Technology, 2011
Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games, and although early findings do point to a moderately positive direction, even less is known about why some games succeed in effectively educating while others do…
Descriptors: Design Requirements, Instructional Design, Crisis Management, Guidelines
Woolson, Maria Alessandra – International Journal of Virtual and Personal Learning Environments, 2012
Middleverse de Español (MdE) is an evolving platform for foreign language (FL) study, aligned to the goals of ACTFL's National Standards and 2007 MLA report. The project simulates an immersive environment in a virtual 3-D space for the acquisition of translingual and transcultural competence in Spanish meant to support content-based and…
Descriptors: Language Acquisition, Virtual Classrooms, Computer System Design, Computer Simulation
Boyle, Tom – Computers & Education, 2010
The use of ICT to enhance teaching and learning depends on effective design, which operates at many levels of granularity from the small to the very large. This reflects the range of educational problems from course design down to the design of activities focused on specific learning objectives. For maximum impact these layers of design need to be…
Descriptors: Design Requirements, Research and Development, Instructional Design, Models
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Paavola, Sami; Lakkala, Minna; Muukkonen, Hanni; Kosonen, Kari; Karlgren, Klas – Research in Learning Technology, 2011
In the present paper, the development and use of a specific set of pedagogical design principles in a large research and development project are analysed. The project (the Knowledge Practices Laboratory) developed technology and a pedagogical approach to support certain kinds of collaborative knowledge creation practices related to the…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Research and Development
Tetteh, Edem; McWilliams, Douglas – Simulation & Gaming, 2010
Customer needs for high-quality goods and the risk of product-liability litigation against businesses have made companies look for a way to sustain quality assurance in their products and services. Lean manufacturing is the latest and most successful system being used by companies to turn their business around. Visual inspection plays an important…
Descriptors: Quality Control, Inspection, Job Skills, Undergraduate Students
Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
Strauss, Judy; Corrigan, Hope; Hofacker, Charles F. – Marketing Education Review, 2011
Sensory overload and split attention result in reduced learning when instructors read slides with bullet points and complex graphs during a lecture. Conversely, slides containing relevant visual elements, when accompanied by instructor narration, use both the visual and verbal channels of a student's working memory, thus improving the chances of…
Descriptors: Constructivism (Learning), Learner Engagement, Short Term Memory, Long Term Memory
Wahlstedt, Ari; Pekkola, Samuli; Niemela, Marketta – British Journal of Educational Technology, 2008
In this paper, it is argued that e-learning environments are currently more like "buildings", i.e., learning spaces, rather than "schools", i.e., places for learning. The concepts originated from architecture and urban design, where they are used both to distinguish static spaces from inhabited places, and more importantly, as design objectives.…
Descriptors: Distance Education, Virtual Classrooms, Electronic Learning, Educational Technology
Schlotter, Michael – Australasian Journal of Educational Technology, 2009
Software for text processing and presentation design is becoming increasingly sophisticated. Nevertheless, it is difficult to find a good solution for collaborative writing of technical course material, allowing the creation of high quality lecture notes and presentation slides from a single source. This article presents a new editing framework…
Descriptors: Editing, Computer Software, Instructional Materials, Internet
Schmid, Richard F.; Gerlach, Vernon S. – Performance Improvement Quarterly, 1990
Discusses the role of algorithms in the design of computer-assisted instruction (CAI). Structural and processing characteristics of algorithms are analyzed, instructional algorithms are explained, empirically based design rules are presented, and the use of instructional algorithms in artificial intelligence is described. (44 references) (LRW)
Descriptors: Algorithms, Artificial Intelligence, Computer Assisted Instruction, Design Requirements
Salisbury, David F. – 1985
Issues and implications related to the use of microcomputers for providing practice activities are addressed, including which skills should be automatized, requirements for ensuring that a skill has attained automaticity, scheduling and amount of practice, and the type and use of data that should be collected on individual student practice…
Descriptors: Computer Assisted Instruction, Design Requirements, Drills (Practice), Feedback
Wood, Simon; Romero, Pablo – Educational Technology & Society, 2010
Learner centred design methods highlight the importance of involving the stakeholders of the learning process (learners, teachers, educational researchers) at all stages of the design of educational applications and of refining the design through an iterative prototyping process. These methods have been used successfully when designing systems…
Descriptors: Foreign Countries, Electronic Learning, Interaction, Educational Technology
Burgmeier, James W.; Kost, Larry L. – Collegiate Microcomputer, 1993
Describes the implementation of a computer projection system for medium to small classrooms at the University of Vermont. Requirements for the system are discussed, including ease of use, compatibility, software, and network capabilities; and selection decisions for the computer, the projection system, and the support equipment are explained.…
Descriptors: Computer Assisted Instruction, Computer Networks, Courseware, Design Requirements
Waldrop, Phillip B. – Educational Technology, 1984
Reviews possible sources of reinforcement in computer assisted instruction and systematic utilization of these sources in courseware design. Sources reviewed include reinforcement from the machine itself; from the content of the instructional modules and its arrangement in a learning sequence; and from sources external to the modules. (MBR)
Descriptors: Computer Assisted Instruction, Courseware, Design Requirements, Feedback