NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)1
Since 2006 (last 20 years)6
Publication Type
Reports - Descriptive11
Journal Articles10
Opinion Papers1
Speeches/Meeting Papers1
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 11 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Wu, Linjing; Liu, Qingtang; Zhou, Wanlei; Mao, Gang; Huang, Jingxiu; Huang, Huan – Technology, Knowledge and Learning, 2020
A big challenge in educational resources construction is the intelligent and personalized resource recommendation for learners. This paper proposes a semantic recommendation framework of educational resources based on semantic web and pedagogics. In this framework, a domain ontology is constructed to describe the knowledge structure of the domain.…
Descriptors: Semantics, Web 2.0 Technologies, Electronic Learning, Educational Resources
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Tzu-Hua; Chiu, Mei-Hung; Lin, Jing-Wen; Chou, Chin-Cheng – British Journal of Educational Technology, 2013
Mental models play an important role in science education research. To extend the effectiveness of conceptual change research and to improve mental model identi?cation and diagnosis, the authors developed and tested the Web-Based Mental Models Diagnosis (WMMD) system. In this article, they describe their WMMD system, which goes beyond the…
Descriptors: Educational Technology, Science Instruction, Models, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Czerniewicz, L. – Journal of Computer Assisted Learning, 2010
This paper uses the literature of educational technology as the site of analysis in order to map the field of educational technology. Having considered Kuhn and Bourdieu's theories, the paper frames the analysis of the field in Bernsteinian terms as a horizontal knowledge structure in a vertical knowledge discourse. Using the concepts of…
Descriptors: Foreign Countries, Educational Technology, Cognitive Structures, Educational History
Peer reviewed Peer reviewed
Direct linkDirect link
Rigby, C. Scott; Przybylski, Andrew K. – Theory and Research in Education, 2009
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
Descriptors: Video Games, Computer Simulation, Self Determination, Social Theories
Koper, Rob; Pannekeet, Kees; Hendriks, Maaike; Hummel, Hans – ALT-J: Research in Learning Technology, 2004
In order to reduce overall costs of developing high-quality digital courses (including both the content, and the learning and teaching activities), the exchange of learning objects has been recognized as a promising solution. This article makes an inventory of the issues involved in the exchange of learning objects within a community. It explores…
Descriptors: Cognitive Structures, Educational Technology, Instructional Materials, Social Exchange Theory
Dede, Christopher J. – Educational Technology, 1992
Describes two stages of potential development that could make multimedia the core of an information infrastructure for educational reform: (1) incorporating hypermedia to enable knowledge construction by learners; and (2) using visualization and virtual communities to create artificial worlds. (16 references) (MES)
Descriptors: Cognitive Structures, Educational Technology, Futures (of Society), Hypermedia
Peer reviewed Peer reviewed
Ziems, Dietrich; Neumann, Gaby – Journal of Artificial Intelligence in Education, 1997
Discusses a methods kit for interactive problem-solving exercises in engineering education as well as a methodology for intelligent evaluation of solutions. The quality of a system teaching logistics thinking can be improved using artificial intelligence. Embedding a rule-based diagnosis module that evaluates the student's knowledge actively…
Descriptors: Active Learning, Artificial Intelligence, Cognitive Structures, Computer Assisted Instruction
Peer reviewed Peer reviewed
McGuire, Eugene G. – Telematics and Informatics, 1996
Examines the qualities of hypermedia information systems that enable them to facilitate learning and knowledge construction. Discusses the background of current learning theories, and describes a possible hypermedia system based on constructivist learning principles that could be developed through the use of intelligent autonomous agents.…
Descriptors: Cognitive Structures, Computer Assisted Instruction, Computer System Design, Constructivism (Learning)
Peer reviewed Peer reviewed
Direct linkDirect link
Clariana, Roy B.; Wallace, Patricia – Journal of Educational Computing Research, 2007
This proof-of-concept investigation describes a computer-based approach for deriving the knowledge structure of individuals and of groups from their written essays, and considers the convergent criterion-related validity of the computer-based scores relative to human rater essay scores and multiple-choice test scores. After completing a…
Descriptors: Computer Assisted Testing, Multiple Choice Tests, Construct Validity, Cognitive Structures
Westhead, Martin D. – 1996
This paper outlines work in progress at the University of Edinburgh on the construction of a small World Wide Web-based interactive learning environment (EPIC) developed for the teaching of high performance computing. The paper begins by outlining work done in cognitive science on how people make use of structure in physical environments. Within…
Descriptors: Cognitive Structures, Computer Assisted Instruction, Computer Science Education, Computer Software Development