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Topouzova, Lilia – Journal of Visual Literacy, 2021
In my university classroom teaching, I draw on my interdisciplinary background as both a humanistic scholar and a documentary filmmaker, presenting an approach to learning that integrates scholarship with a digital storytelling practicum. Questions that scrutinize the relationship between written and visual discourses, the possibilities and limits…
Descriptors: Story Telling, Computer Uses in Education, College Instruction, Ethics
Mayhew, Emma – Journal of Political Science Education, 2019
New cohorts of students expect universities to meaningfully incorporate the use of technology-enhanced learning within their provision and they respond particularly well to an active approach to learning. One response has been for colleagues to make use of audience-response systems. The existing literature suggests that the use of these platforms…
Descriptors: Political Science, Audience Response Systems, College Instruction, Computer Uses in Education
Giacaman, Nasser; De Ruvo, Giuseppe – IEEE Transactions on Education, 2018
Contribution: Active classroom programmer (ACP) is a software tool that places minimal pressure on resources, and is shown to help improve student learning while also encouraging a high degree of engagement both during and outside of programming lectures. Background: Programming is difficult for students, largely due to the myriad of…
Descriptors: Theory Practice Relationship, Programming, Computer Science Education, Computer Software
Losada, Cristina; Espinosa, Felipe; Santos, Carlos; Gálvez, Manuel; Bueno, Emilio J.; Marrón, Marta; Rodríguez, Francisco J. – IEEE Transactions on Education, 2016
Continual advances in information and communication technologies (ICT) are revolutionizing virtual education and bringing new tools on the market that provide virtual solutions to a range of problems. Nevertheless, nonvirtual experimentation using computer-aided control system design tools is still fundamental for future engineers. This paper…
Descriptors: Engineering Education, Computer Assisted Design, Motor Vehicles, Active Learning
Brenner, Aimee M.; Hauser, Janel S. – International Association for Development of the Information Society, 2015
Students today share a unique characteristic in that they have all been raised in a digital era. Students from all socioeconomic levels have been impacted by digital media in one way or another, and many yearn to be engaged through the use of digital technologies in the classroom. One such digital project has sought to aid in meeting the need to…
Descriptors: Student Projects, Student Centered Learning, Computer Uses in Education, Computer Oriented Programs
Thanaraj, Ann – World Journal of Education, 2016
The use of virtual simulations in Legal Education as a method for learning is relatively rare despite much theoretical support that exists for the benefits in learning. There is also some apprehension on the use of technology in legal education. Both of these are likely due to the lack of solid evaluations concerning the overall impact in…
Descriptors: Computer Simulation, Legal Education (Professions), Computer Uses in Education, Instructional Effectiveness
Rimando, Marylen; Smalley, K. Bryant; Warren, Jacob C. – Journal of Health Education Teaching, 2015
This article describes the design, implementation and lessons learned from a digital storytelling project in a health promotion theory course. From 2011-2012, 195 health promotion majors completed a digital storytelling project at a Midwestern university. The instructor observed students' understanding of theories and models. This article adds to…
Descriptors: Story Telling, Health Promotion, Student Projects, Undergraduate Students
Langer-Osuna, Jennifer – Mathematics Education Research Journal, 2015
This paper draws on the constructs of hybridity, figured worlds, and cultural capital to examine how a group of African-American students in a technology-driven, project-based algebra classroom utilized the computer as a resource to coordinate personal and mathematical positional identities during group work. Analyses of several vignettes of small…
Descriptors: African American Students, Algebra, Active Learning, Student Projects
Plush, Sally E.; Kehrwald, Benjamin A. – Journal of University Teaching and Learning Practice, 2014
Despite the perceived advantages of student centred learning (SCL) in higher education, novice teaching academics' attempts to implement such approaches may be thwarted by a lack of experience with teaching in general and with SCL in particular, difficulties locating suitable practical advice on SCL, and the demands of early career academic…
Descriptors: College Faculty, Beginning Teachers, College Instruction, Teaching Methods
Cheng, Kun-Hung; Tsai, Chin-Chung – Journal of Science Education and Technology, 2013
Augmented reality (AR) is currently considered as having potential for pedagogical applications. However, in science education, research regarding AR-aided learning is in its infancy. To understand how AR could help science learning, this review paper firstly has identified two major approaches of utilizing AR technology in science education,…
Descriptors: Computer Simulation, Science Education, Computer Uses in Education, Inquiry
What Works Clearinghouse, 2012
The "LeTUS" program is a three-year, project-based, technology-integrated middle school science curriculum for grades 6-8. The "LeTUS" program is composed of multiple units, each lasting between eight and ten weeks. Topics include global warming, water and air quality, force and motion, communicable diseases, and ecological…
Descriptors: Middle Schools, Urban Schools, Science Curriculum, Middle School Students
What Works Clearinghouse, 2012
"Technology Enhanced Elementary and Middle School Science" ("TEEMSS") is a physical science curriculum for grades 3-8 that utilizes computers, sensors, and interactive models to support investigations of real-world phenomena. Through 15 inquiry-based instructional units, students interact with computers, gather and analyze…
Descriptors: Physical Sciences, Science Curriculum, Inquiry, Active Learning
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games
Kyprianidou, Maria; Demetriadis, Stavros; Tsiatsos, Thrasyvoulos; Pombortsis, Andreas – Educational Technology Research and Development, 2012
This work explores the impact of teacher-led heterogeneous group formation on students' teamwork, based on students' learning styles. Fifty senior university students participated in a project-based course with two key organizational features: first, a web system (PEGASUS) was developed to help students identify their learning styles and…
Descriptors: Cognitive Style, Heterogeneous Grouping, Cognitive Processes, Teaching Methods
Starcic, Andreja Istenic – Turkish Online Journal of Educational Technology - TOJET, 2010
This paper presents and evaluates the development of an educational technology curriculum aimed at pre-service, primary education and undergraduates; the focus is on the incorporation of ICT competences for inclusive education. The framework was the introduction of SEVERI e-learning environment in Slovenian schools. Students were able to monitor…
Descriptors: Electronic Learning, Preservice Teacher Education, Inquiry, Innovation