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Dewi Amat Sapuan; Josephine Ie Lyn Chan – Journal of Learning for Development, 2024
Simulation-based learning has the potential to foster a transformative learning culture within the Open and Distance Learning (ODL) environment. This report is based on a research project, integrating a simulation into a digital ODL classroom, conducted in Wawasan Open University, an ODL university in Malaysia. The report highlights how a…
Descriptors: Computer Simulation, Educational Technology, Distance Education, College Students
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Rich Paul Cooper; Jonan Phillip Donaldson; Mahjabin Chowdhury; Jonathan M. Mitchell – International Journal of Designs for Learning, 2024
"The Ballad of Proxima-B" is an educational RPG that promotes learning and collaboration. Students contribute to world-building and game mechanics, creating fictional worlds and characters, including a dystopian Earth, the planet Proxima-B, and alien races. The game incorporates constructivist, constructionist, and Dynamic Systems Model…
Descriptors: Educational Games, Game Based Learning, Role Playing, Science Fiction
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Tume, Fernando – Biochemistry and Molecular Biology Education, 2023
YouTube is a widely recognized video-sharing platform that students often use to search for videos that explain ideas and concepts related to their courses, seminars, or research. With the outbreak of the coronavirus pandemic, education has undergone a dramatic shift toward virtual learning, leading to a surge in the number of YouTube viewers and…
Descriptors: Biochemistry, Metabolism, Higher Education, Video Technology
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Eric Yang; Cheryl Beil – New Directions for Higher Education, 2024
Artificial intelligence (AI) and machine learning (ML) have transformed the landscape of data management in higher education institutions, necessitating a critical evaluation of existing data privacy policies and practices. This research delves into the inadequacies of current frameworks in adapting to the swift evolution of Big Data. Student,…
Descriptors: Artificial Intelligence, Teacher Attitudes, Student Attitudes, College Students
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Dóra M. Szego – International Journal for Technology in Mathematics Education, 2023
Begun in the mid-90s, computers have long been a staple in teaching mathematics to engineering students. In recent years, with the effects of the COVID-19 pandemic and the arrival of Generation Z in tertiary education, the role of blended learning has increased. This paper highlights some of the greater challenges and successes of the transition…
Descriptors: Blended Learning, Mathematics Instruction, Engineering Education, College Students
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McNamara, Scott W. T.; Shaw, Matthew – International Journal of Kinesiology in Higher Education, 2022
E-learning has become an increasingly popular mode of teaching college students, including students in the field of kinesiology. With the rise of e-learning, it is important to examine and understand specific components of online learning, such as educational podcasts. Educational podcasts are podcasts that are developed specifically for learning…
Descriptors: Audio Equipment, Handheld Devices, Educational Technology, Kinesiology
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Udeozor, Chioma; Chan, Philippe; Russo Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Immersive learning technologies such as virtual reality (VR), augmented reality (AR) and educational digital games offer many benefits to teaching and learning. With their potential to immerse learners in realistic environments and facilitate higher-order cognitive learning, these technologies could be used to complement current classroom…
Descriptors: Educational Technology, Computer Simulation, Computer Games, Evaluation Methods
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Hanna Kubrak; Mareike Ehlers; Kristina Piecha; Thomas Walcher; Georg Braun; Philipp Prade – Electronic Journal of e-Learning, 2023
The COVID-19 pandemic put academic institutions around the world in the difficult position of suddenly having to organize many lectures and examinations over online channels only, due to students' physical access to their campus buildings being restricted. While the search for possible solutions to this problem was often challenging, this…
Descriptors: Computer Assisted Testing, Student Evaluation, College Students, Evaluation Methods
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Amber Sewell – International Journal of Designs for Learning, 2023
This instructional design case describes the author's process for creating an augmented reality learning experience for library instruction at an academic library. With no budget, no team, and little experience with this type of technology, this design case describes the development of an instructional design utilizing emerging technologies. It…
Descriptors: Computer Simulation, Academic Libraries, Library Instruction, Educational Technology
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Philippa Waterhouse; Naomi Moller – International Review of Research in Open and Distributed Learning, 2024
As labour markets undergo rapid and profound transformations, lifelong learning is essential to ensure a responsive, competitive, and skilled workforce. Mature learners are a diverse group, but in comparison to their younger student counterparts, are more likely to have employment and/or caring responsibilities. This field note discusses the…
Descriptors: Electronic Learning, Educational Technology, Open Educational Resources, College Students
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Chantraine Braillon, Cécile; Idmhand, Fatiha – Education for Information, 2023
In the framework of DiMPAH (Digital Methods Platform for Arts and Humanities), an online course "e-spect@tor for performing arts" has been designed to make available digital methods created by the Digital Humanities project "The spectator's school" to the scientific community and the students. The main aim of this course is to…
Descriptors: Theater Arts, Art Education, Video Technology, Electronic Learning
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Johnson, Rhiannan; Cantrell, Kate; Cutcliffe, Katrina; Batorowicz, Beata; McLean, Tanya – Art Education, 2023
In the present moment, art educators need to facilitate high-quality online learning experiences through the integration of collaborative learning, peer-based feedback, and effective educational technologies. In practice-based visual arts courses, it is also essential to focus on student engagement with the studio processes and material outcomes…
Descriptors: Visual Arts, Educational Technology, Learner Engagement, Sense of Community
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Jason K. McDonald; Jonathan Balzotti; Melissa Franklin; Jessica Haws; Jamin Rowan – International Journal of Designs for Learning, 2023
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the…
Descriptors: Computer Simulation, Program Design, Program Development, Barriers
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Chamila Subasinghe – Teaching in Higher Education, 2024
Studio, a breeding ground for curiosity and wonder, has become more of a confined space for innovation lately. Infrastructure shortage also has triggered a somewhat impersonal attitude to studio learning. Can Design-Activism mitigate such stresses on the studio by becoming an alternative mode of driving studio processes? Reflectively, this study…
Descriptors: Foreign Countries, Design, Activism, Educational Innovation
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Maiti, Ananda; Raza, Ali; Kang, Byeong Ho – IEEE Transactions on Learning Technologies, 2021
The Internet-of-Things (IoT) is a collection of technologies to bring the Internet to physically embedded devices and to embed them deeply into human activities to aid in a variety of activities. IoT gained traction with developers and consumers in recent years, driven by low-cost open-source hardware that enables easy prototyping and testing. IoT…
Descriptors: Internet, Active Learning, Student Projects, College Students
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