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Showing 1 to 15 of 102 results Save | Export
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Wang, Chih-Hsuan; Salisbury-Glennon, Jill D.; Dai, Yan; Lee, Sangah; Dong, Jianwei – Contemporary Educational Technology, 2022
Most college students have grown up using technology and consequently, they are proficient with its many uses and applications. The use of this technology provides many benefits to college students' learning, both in and out of the classroom. However, despite the numerous benefits of technology, these digital activities can also lead to much…
Descriptors: Student Empowerment, College Students, Attention Control, Learning Strategies
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Christopher Cayari – International Journal of Education & the Arts, 2023
Playing video games is one of the most popular leisure activities across the world. Video game music (VGM) is a musical art form prevalent in popular culture, and there is potential to use it for the music education of students. Using informal music learning (Green, 2002) and online participatory culture (Jenkins, 1992/2013) theories as grounds…
Descriptors: Video Games, Video Technology, Music, Art
Dakin, Glenn H. – Online Submission, 2016
Life-long learning is a process. Learning skill ability is common to all as well as individually unique. A learner's beliefs are constantly susceptible to conditioning from external expectations. A discussion reflects on techniques for strengthening distance-learning skills in this technological age.
Descriptors: Learning Processes, Student Centered Learning, Distance Education, Lifelong Learning
Koehler, Adrie A.; Ertmer, Peggy A. – Educational Technology, 2016
Case-based instruction (CBI) offers a promising method for promoting problem-solving skills in learners. However, during CBI, the instructor shoulders major responsibility for shaping the learning that takes place. Research indicates that the facilitation techniques used during case discussions influence what gets covered, and to what extent,…
Descriptors: Web 2.0 Technologies, Case Method (Teaching Technique), Web Based Instruction, Problem Solving
Pinkus, Ari – Independent School, 2015
Ten years ago, Salman Khan, with three degrees from MIT and an MBA from Harvard, agreed to help tutor his cousin Nadia, who was struggling in math. Using Yahoo's Doodle notepad, Khan offered Nadia a sequence of mini lessons designed to scaffold her learning. Over time, other friends and relatives heard about Khan's success and asked for similar…
Descriptors: Educational Technology, Online Courses, Access to Education, Internet
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Martinez, Patricia; Bannan-Ritland, Brenda; Peters, Erin E.; Baek, John – Science Activities: Classroom Projects and Curriculum Ideas, 2011
This three-lesson sequence, addressing the topic of slow geomorphological change caused by water movement, integrates a Web-based system called Goinquire into a series of activities aimed to help upper-elementary, diverse students improve their observation skills and content knowledge in geomorphology. During the inquiry-based lessons, students…
Descriptors: Observation, Learning Strategies, Inquiry, Vocabulary Development
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Williams, Roy; Karousou, Regina; Mackness, Jenny – International Review of Research in Open and Distance Learning, 2011
This paper describes emergent learning and situates it within learning networks and systems and the broader learning ecology of Web 2.0. It describes the nature of emergence and emergent learning and the conditions that enable emergent, self-organised learning to occur and to flourish. Specifically, it explores whether emergent learning can be…
Descriptors: Communities of Practice, Educational Technology, Internet, Computer Uses in Education
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Duncan, Sean C. – E-Learning and Digital Media, 2010
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…
Descriptors: Video Games, Discourse Analysis, Computer Assisted Design, Media Research
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Shaltry, Chris; Henriksen, Danah; Wu, Min Lun; Dickson, W. Patrick – TechTrends: Linking Research and Practice to Improve Learning, 2013
In this article we describe the evolution of an elective course designed specifically for undergraduate students in our pre-service teacher education program. This course is intended to prepare these undergraduate students as future teachers--helping them to make effective and creative uses of technology in learning settings. This course…
Descriptors: Educational Technology, Elective Courses, Preservice Teacher Education, Learning Strategies
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
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Mortensen, Torill Elvira – E-Learning and Digital Media, 2010
Digital game-players devote a large amount of their time to discovering rules hidden in the code and discoverable through empirical study, experiments, and developing or rediscovering the mathematical formulae governing the code. They do this through their own independent play as they test areas, gear and abilities, through data mining using…
Descriptors: Learning Strategies, Play, Internet, Game Theory
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Hoskins, Barbara J. – Journal of Continuing Higher Education, 2010
This article discusses how faculty members feel about the growth and quality of distance, distributed, and online higher education. The twenty-first century university must innovate to survive as the Internet becomes the dominant source of knowledge and learning. The twenty-first century student connects with information differently than earlier…
Descriptors: Online Courses, Learning Strategies, College Faculty, Higher Education
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Bembenutty, Hefer – New Directions for Teaching and Learning, 2011
This chapter highlights the major contributions of this volume on self-regulation of learning and provides new directions for cutting-edge theoretical and empirical work that could serve to facilitate self-regulation of learning in postsecondary education. "Self-regulation of learning" refers to learners' beliefs about their ability to engage in…
Descriptors: Postsecondary Education, Learning, Self Control, Self Efficacy
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du Plessis, Andre; Webb, Paul – Australasian Journal of Educational Technology, 2011
The aim of this paper is to introduce to the education community to a newly developed "Learner Centred Learning-By-Designing Extended Cyberhunts" (LCLBDEC) strategy for teaching and learning in schools. The main focus of the strategy is to enable learners to become designers of an educational tool which assists them to learn during the…
Descriptors: Foreign Countries, Misconceptions, Class Activities, Learning Strategies
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Lai, Kwok-Wing – Australasian Journal of Educational Technology, 2011
This paper discusses how the use of digital technologies may support a shift of cultural practices in teaching and learning, to better meet the needs of 21st century higher education learners. A brief discussion of the changing needs of the learners is provided, followed by a review of the overall impact of digital technologies on teaching and…
Descriptors: Foreign Countries, Higher Education, Informal Education, Learning Experience
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