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Showing 1 to 15 of 34 results Save | Export
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Luedtke, Allison Oldham – Journal of Economic Education, 2023
The author describes an assignment in an undergraduate game theory course in which students work together in class to develop a computer algorithm to identify Nash equilibria. This assignment builds basic computer science skills while applying game theory knowledge to real-world situations. Students work as a team to delineate the steps and write…
Descriptors: Undergraduate Students, Game Theory, Programming Languages, Assignments
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Waller, Sophie; Schempp, Paul – Journal of Physical Education, Recreation & Dance, 2022
Online learning in physical education is here to stay. While this may be unfamiliar territory to many physical education teachers, it is an area ripe with possibilities and potential. Recent research offers teachers the best practices for creating an exciting online learning environment. This article offers the top ten tips for any teacher to…
Descriptors: Online Courses, Physical Education, Teaching Methods, Physical Education Teachers
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Barnard, Sarah; Mallaband, Becky; Leder Mackley, Kerstin – Innovations in Education and Teaching International, 2019
In this article, we introduce a threefold peer learning model developed during the design and implementation of an innovative researcher-led digital skills training programme for early career researchers. The programme brought together researchers from three UK universities and facilitated the personal and professional development of: (1) the…
Descriptors: Foreign Countries, College Faculty, Teacher Researchers, Research Skills
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King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
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Pombo, Lúcia; Carlos, Vânia; Loureiro, Maria João – International Journal of Research in Education and Science, 2016
The AGIRE project is a partnership between the University of Aveiro, a consortium comprising 26 companies related to teaching and learning, and one School Grouping, with the financial support of QREN. The project is embedded into the Edulab concept (school laboratories with technological equipment, as tablets, laptops, whiteboards, and educational…
Descriptors: Technology Integration, Partnerships in Education, Consortia, School Business Relationship
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Wasson, Barbara; Vold, Vibeke – Internet and Higher Education, 2012
Today's youth thrive in informal participatory communities where they not only consume but also act as contributors or producers. Through active participation they develop new media skills encompassing cultural competencies and social skills. In a participatory culture of learning, students' active contributions to their learning are stressed and…
Descriptors: Feedback (Response), Peer Evaluation, Interpersonal Competence, Student Participation
Fulgham, Susan M.; Shaughnessy, Michael F. – Educational Technology, 2013
Stavros Demetriadis is currently an Assistant Professor with the Department of Informatics, Aristotle University of Thessaloniki (AUTh) in Greece. He also earned his Bachelor's degree in Physics and a Master Diploma in Electronic Physics from AUTh. He became interested in information and communications technologies when he was a high school…
Descriptors: Foreign Countries, Profiles, Educational Technology, Technology Integration
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Duplichan, Staycle C. – Science Scope, 2009
As educators we must ask ourselves if we are meeting the needs of today's students. The science world is adapting to our ever-changing society; are the methodology and philosophy of our educational system keeping up? In this article, you'll learn why web logs (also called blogs) are an important Web 2.0 tool in your science classroom and how they…
Descriptors: Web Sites, Electronic Publishing, Computer Uses in Education, Scientific Literacy
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Wong, Denis; Clarke, Steve; Lodge, Nigel; Shephard, Kerry – British Journal of Educational Technology, 2007
Demand-led learning offers resources to learners when they want them; total solution learning takes the learner from induction to final accreditation through a seamless process. The University of Southampton attempted to deliver basic information technology skills through the support of these processes. Steps in the seamless process were designed,…
Descriptors: Information Technology, Distance Education, Computer Literacy, Feedback
Kiper, James D.; Bishop-Clark, Cathy – 1994
Computer science and other computer related fields are faced with the high velocity of change in technology. Far more important than the knowledge of a particular software package is the liberal education skills that are learned in the process. This paper reviews the laboratory component of a new computer science course offered at Miami University…
Descriptors: Change, Computer Literacy, Computer Science, Cooperative Learning
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Hall, Valerie G.; Dixey, Brenda P.; Nierstheimer, Susan L.; O'Brien, David G. – Reading Horizons, 1997
Recounts the journey of three literacy teachers learning about classroom use of computers and developing a computer-driven unit on Australian animals. Describes the learning process--the teachers wanted their students to have positive experiences with computers. States that, as a result of the experience, an interactive unit was developed that…
Descriptors: Computer Assisted Instruction, Computer Literacy, Cooperative Learning, Elementary Education
Gillan, Bob; Williams, Ross – 1992
The first part of this document is a report describing "Where in Louisiana," a program model using IBM LinkWay (i.e., a multimedia software package providing tools to merge text and graphics) that was created as a cooperative learning activity to enhance and expand state studies. The introductory report discusses ways the model promotes…
Descriptors: Authoring Aids (Programing), Computer Assisted Instruction, Computer Literacy, Cooperative Learning
Ivers, Karen S. – Learning & Leading with Technology, 1997
Desktop Adventures are computer-based scenarios incorporating the standards of the National Council of Teachers of Mathematics for practicing problem solving across the curriculum suitable for whole class or cooperative group instruction. Reviews problem solving steps and approaches and describes introducing, creating, and extending desktop…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Literacy, Cooperative Learning
Fite, Kathy – Ed-Tech Review, 1993
This report, abstracted from a larger research study on children's emerging literacy, focuses on the use and influence of computers in the education of children seven years old and younger. Highlights include placement and introduction of computers in the classroom; benefits of working in groups; keyboarding; and research on program effectiveness.…
Descriptors: Child Development, Computer Assisted Instruction, Computer Literacy, Cooperative Learning
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Huntley, John – Journal of Computing in Higher Education, 1991
Using a custom-designed hypercard program, 26 University of Iowa students collaborated to create an interpreter's annotated edition of "Paradise Lost." Successful use of these technical resources required teachers to consider student computer skills, specific learning tasks, social dynamics of collaborative, creative work, and ways to…
Descriptors: Classroom Techniques, Computer Assisted Instruction, Computer Literacy, Cooperative Learning
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