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Showing 1 to 15 of 20 results Save | Export
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O'Donnell, Eileen; Lawless, Séamus; Sharp, Mary; Wade, Vincent P. – International Journal of Distance Education Technologies, 2015
The realisation of personalised e-learning to suit an individual learner's diverse learning needs is a concept which has been explored for decades, at great expense, but is still not achievable by non-technical authors. This research reviews the area of personalised e-learning and notes some of the technological challenges which developers may…
Descriptors: Electronic Learning, Individualized Instruction, Programming, Authors
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Goh, Shu Li – JALT CALL Journal, 2016
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Descriptors: Learning Strategies, Role Playing, Computer Games, Second Language Learning
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Nosik, Melissa R.; Williams, W. Larry – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The effectiveness of a multi-component computer based training package that consisted of competency based instructions, video modeling, and two forms of feedback was evaluated in terms of treatment integrity of two procedures across four staff. Treatment integrity in completing critical steps of discrete-trial and backward chaining procedures were…
Descriptors: Computer Assisted Instruction, Video Technology, Role Playing, Competency Based Education
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Card, Josefina J.; Kuhn, Tamara; Solomon, Julie; Benner, Tabitha A.; Wingood, Gina M.; DiClemente, Ralph J. – AIDS Education and Prevention, 2011
We describe development of SAHARA (SiSTAS Accessing HIV/AIDS Resources At-a-click), an innovative HIV prevention program that uses a computer to deliver an updated version of SiSTA, a widely used, effective group-level HIV prevention intervention for African American women ages 18-29. Fidelity to SiSTA's core components was achieved using: (1)…
Descriptors: Video Technology, Acquired Immunodeficiency Syndrome (AIDS), Intervention, Prevention
Shen, Lin; Suwanthep, Jitpanat – Online Submission, 2011
Recently, speaking has played an increasingly important role in second/foreign language settings. However, in many Chinese universities, EFL students rarely communicate in English with other people effectively. The existing behavioristic role plays on New Horizon College English (NHCE) e-learning do not function successfully in supplementing EFL…
Descriptors: Electronic Learning, English (Second Language), Second Language Learning, Speech Communication
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Schwartz, Ruth N. – Cultural Studies of Science Education, 2012
This Forum paper explores how Matthew Gaydos and Kurt Squire in their manuscript, "CITIZEN SCIENCE: Role Playing Games for Scientific Citizenship," represent issues of games literacy and science literacy. What is the meaning of expertise in the context of games-based learning? An examination of the studies presented suggests that games, like other…
Descriptors: Technology Integration, Role Playing, Science Instruction, Science Achievement
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Kamboj, Pooja; Singh, Sushil Kumar – Interchange: A Quarterly Review of Education, 2015
Effective teaching in schools requires flexibility, energy and commitment. Successful teaching also requires that teachers are able to address learner's needs and understand the variations in learner's styles and approaches. Teachers can accomplish these requirements while creating an optimal teaching-learning environment by utilizing a variety of…
Descriptors: Teacher Effectiveness, Instructional Effectiveness, Educational Strategies, Cognitive Style
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Mills, Nicole – CALICO Journal, 2011
Scholars praise social networking tools for their ability to engage and motivate iGeneration students in meaningful communicative practice, content exchange, and collaboration (Greenhow, Robelia, & Hughes, 2009; Ziegler, 2007). To gain further insight about the nature of student participation, knowledge acquisition, and relationship development…
Descriptors: Learning Theories, Student Participation, Course Content, French
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Ioannidou, Andri; Repenning, Alexander; Webb, David; Keyser, Diane; Luhn, Lisa; Daetwyler, Christof – International Journal of Computer-Supported Collaborative Learning, 2010
Why has technology become prevalent in science education without fundamentally improving test scores or student attitudes? We claim that the core of the problem is "how" technology is being used. Technologies such as simulations are currently not used to their full potential. For instance, physiology simulations often follow textbooks by…
Descriptors: Socialization, Student Attitudes, Computer Uses in Education, Hygiene
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Andreas, Konstantinidis; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli; Pomportsis, Andreas – Computers & Education, 2010
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the…
Descriptors: Computer Mediated Communication, Teaching Methods, Cooperative Learning, Figurative Language
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Riddle, Matthew D. – ALT-J: Research in Learning Technology, 2009
This article undertakes a detailed case study of "The Campaign", a teaching and learning innovation in media and communications that uses an online educational role-play. The case study draws on the qualitative analysis of classroom observations, online communications and semi-structured interviews, employing an interpretive approach…
Descriptors: Program Effectiveness, Communications, Social Theories, Educational Strategies
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Jarmon, Leslie – International Journal of Virtual and Personal Learning Environments, 2010
This article previews the emergence of "homo virtualis." Drawing on data from seven research studies, peer-reviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life [SL], the article examines virtual learning environments and embodiment through the lens of interactions of avatars with…
Descriptors: Computer Simulation, High School Students, Females, Design
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Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum
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Timmers, S.; Valcke, M.; de Mil, K.; Baeyens, W. R. G. – Interactive Learning Environments, 2008
This article focuses on an evaluation of the impact of an innovative instructional design of internships in view of a new integrated pharmaceutical curriculum. A key innovative element was the implementation of a computer-supported collaborative learning environment. Students were, as part of their formal curriculum, expected to work in a…
Descriptors: Instructional Design, Knowledge Level, Computer Assisted Instruction, Pharmacy
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Brucklacher, Barry; Gimbert, Belinda – Computers in the Schools, 1999
Reviews the research literature about cooperative learning and technology, describes role-playing software programs designed for cooperative learning, and shows how Web pages built on a WebQuest model can be used to augment these programs. (AEF)
Descriptors: Computer Assisted Instruction, Computer Software, Cooperative Learning, Courseware
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