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Brezicki, Colin – Phi Delta Kappan, 2011
The revolutionary electronic reading device, Amazon's Kindle, is already obsolete. Such is the breakneck speed of technology that the machine touted to spell the death of printed books is already heading for the scrap heap, replaced by e-readers like the iPad that access the Internet, make phone calls, download movies, and connect users with all…
Descriptors: Layout (Publications), Electronic Publishing, Electronic Learning, Handheld Devices
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White, Peter J. T.; Delaney, David G.; Syncox, David; Akerberg, Oscar Avila; Alters, Brian – EDUCAUSE Quarterly, 2011
Student response systems can help instructors integrate active learning into their classrooms. Such technology is known by a variety of names, including classroom response systems, student response systems, audience response systems, electronic response systems, personal response systems, zappers, and clickers. The "system" consists of three…
Descriptors: Student Reaction, Audience Response, Computer Software, Active Learning
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Hedberg, John G.; Chang, Chew-Hung – Educational Media International, 2007
Christensen defined a disruptive innovation or technology as one that eventually takes over the existing dominant technology in the market, despite the fact that the disruptive technology is both radically different to the leading technology and often initially performs worse than the leading technology according to existing measures of…
Descriptors: Innovation, Electronic Libraries, Database Management Systems, Case Method (Teaching Technique)
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Gaskill, Martonia; McNulty, Anastasia; Brooks, David W. – Journal of Science Education and Technology, 2006
WebQuests are activities in which students use Web resources to learn about school topics. WebQuests are advocated as constructivist activities and ones generally well regarded by students. Two experiments were conducted in school settings to compare learning using WebQuests versus conventional instruction. Students and teachers both enjoyed…
Descriptors: Web Based Instruction, Constructivism (Learning), Conventional Instruction, Outcomes of Education
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Clark, Sherri; Smith, Geoffrey Battle – Journal of College Science Teaching, 2004
Outbreak! is an online, interactive educational game that helps students and teachers learn and evaluate clinical microbiology skills. When the game was used in introductory microbiology laboratories, qualitative evaluation by students showed very positive responses and increased learning. Outbreak! allows students to design diagnostic tests and…
Descriptors: Microbiology, Laboratory Experiments, Educational Games, Diagnostic Tests
Scopinich, June; Fink, Diana – 1996
The INVEST learning system is a computer-based program offering developmental courses in reading, mathematics, writing, life skills, and learning skills. As part of a joint project sponsored by the League for Innovation in the Community College (LICC), the American College Testing Program, and the INVEST Corporation, California's San Diego Miramar…
Descriptors: Community Colleges, Computer Assisted Instruction, Computer Software, Computer Software Evaluation
Moore, Andrew – 1993
In 1991, the Cumberland Campus of Nova Scotia Community College established a literacy research and development project to survey local industries and the community regarding training needs and to develop workplace and community-based programs to meet those needs. One effort involved the implementation of a computer-assisted learning program to…
Descriptors: Adult Basic Education, Community Colleges, Comparative Analysis, Computer Assisted Instruction