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Sin, Zackary P. T.; Jia, Ye; Wu, Astin C. H.; Zhao, Isaac Dan; Li, Richard Chen; Ng, Peter H. F.; Huang, Xiao; Baciu, George; Cao, Jiannong; Li, Qing – IEEE Transactions on Learning Technologies, 2023
Metaverse, an alternative universe for play, work, and interaction, has become a captivating topic for academia and industry in recent times. This opens the question on what a metaverse for education, or edu-metaverse, should look like. It is believed that this metaverse for learning should be grounded by a pedagogical theory. Particularly, we…
Descriptors: Computer Simulation, Simulated Environment, Constructivism (Learning), Technology Uses in Education
Isabel Fischer; Kerry Dobbins – Journal of Management Education, 2024
At a time when emerging technologies increasingly transform the workplace and society overall, management educators seem reluctant to fully embrace emerging transformative technologies in their teaching. In this conceptual essay, we argue that this reluctance stems from paradoxical tensions of identity of management educators and students. The…
Descriptors: Business Administration Education, Administrator Education, Technology Uses in Education, College Faculty
Walter Barbieri; Edward Palmer – SpringerBriefs in Education, 2025
This book provides another perspective to the way educators think about and use educational technologies in secondary and tertiary classrooms. Technology in learning settings has often been used in cautious ways, typically replicating existing, non-technological educational processes. This book proposes that educators be more ambitious with the…
Descriptors: Educational Technology, Technology Uses in Education, Secondary Education, Postsecondary Education
Brenda L. Morris; Allison Everett – Journal of Social Work Education, 2024
During COVID-19, sudden field placement cancellations impelled schools of social work to find immediate means to support students in the completion of practicums remotely, whilst accreditation standards had yet to be re-articulated and permitted adaptations were unclear. Early "panic-gogy" moved to strategic development of new field…
Descriptors: COVID-19, Pandemics, Social Work, Professional Education
Kiraly, Sandor; Balla, Tamas – Acta Didactica Napocensia, 2020
Our online programming language courses have been developed for youngsters who are interested in computer programming. The courses were gamified with some common gamification elements: points, badges, incentives, immediate feedback and leaderboard. The developed Learning Management System (LMS) for our learning portal provides the chance to…
Descriptors: Programming, Computer Science Education, Educational Games, Online Courses
Lubrick, Mark; Zhou, George; Zhang, Jingsheng – EURASIA Journal of Mathematics, Science and Technology Education, 2019
Lightboard technology has only been around since 2013, but has already shown up on numerous campuses worldwide. There is a dearth of research related to lightboard videos, so there is a need to systematically explore its potential and best practices. This paper explores the pedagogical potential of lightboards for higher education through…
Descriptors: Educational Technology, Video Technology, Academic Achievement, Learner Engagement
Gautam, Aakash; Williams, Daron; Terry, Krista; Robinson, Kelly; Newbill, Phyllis – TechTrends: Linking Research and Practice to Improve Learning, 2018
As technologies continue to develop and evolve, it is imperative that instructional technologists, learning scientists, and educators involved with examining learning affordances of emerging technologies investigate the potential of innovative environments to promote and facilitate learning. This paper, as such, will describe a newly developed…
Descriptors: Affordances, Educational Environment, Educational Technology, Blended Learning
Adam Barger – William & Mary Educational Review, 2015
This article explored two complimentary frameworks for utilizing web-based simulation games in social studies classrooms and applied them in a media analysis of a popular web-based civics simulation. McCall's (2014) practical framework and Raphael, Bachen, Lynn, Mckee, and Baldwin-Philippi's (2010) approach provided a thorough construct for…
Descriptors: Computer Simulation, Web Sites, Video Games, Social Studies
Willans, Fiona; Fonolahi, Aluwesi; Buadromo, Ralph; Bryce, Tilisi; Prasad, Rajendra; Kumari, Sandhya – Journal of University Teaching and Learning Practice, 2019
This paper reports on the evaluation of an ambitious attempt to embed academic literacy support within a core content course for first-year students at the University of the South Pacific. The course is offered in both blended and online modes, catering for on-campus and off-campus students, respectively, using Moodle as the virtual learning…
Descriptors: Learner Engagement, Academic Language, Instructional Design, Management Systems
Keppell, Mike – International Perspectives on Higher Education Research, 2014
This chapter will explore how the places of learning might look in next generation learning spaces where learners traverse physical and virtual spaces using personalised learning strategies. It will examine how learning spaces may represent ubiquitous spaces in which the learner undertakes some form of study or learning. Although there has been…
Descriptors: Learning Strategies, Higher Education, Computer Simulation, Instructional Design
Borthwick, Arlene C.; Anderson, Cindy L.; Finsness, Elizabeth S.; Foulger, Teresa S. – Journal of Digital Learning in Teacher Education, 2015
Wearable personal learning technologies can gather data from the person wearing the device or from the surrounding environment and enable that data to be transferred to another device or shared via the cloud. Wearable technologies can serve as a valuable asset in the classroom enhancing differentiation of instruction and student engagement. They…
Descriptors: Educational Technology, Learner Engagement, Teacher Education, Technology Integration
Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education
Hunter, William J. – College Quarterly, 2015
In the first piece in this series ("Teaching for Engagement: Part 1: Constructivist Principles, Case-Based Teaching, and Active Learning"), William Hunter sought to make the case that a wide range of teaching methods (e.g., case-based teaching, problem-based learning, anchored instruction) that share an intellectual grounding in…
Descriptors: Active Learning, Constructivism (Learning), Learner Engagement, Case Method (Teaching Technique)
Aydin, Selami – Turkish Online Journal of Distance Education, 2013
The purpose of this paper is to present a review of research on Second Life (SL) as a learning environment within English as a foreign language (EFL) context, as research on its use within EFL learning is relatively new. The study is categorized into four main sections. Introduction section introduces the rationale of the paper and SL. Next…
Descriptors: Educational Environment, English (Second Language), Second Language Learning, Cooperation
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education