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Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2021
A wide variety of modern chess software products is available to the modern professional and amateur chess players alike, helping them improve their chess skills and prepare for online and traditional tournaments. These products include chess user interfaces (UIs), traditional Alpha-Beta (AB) and emergent Neural Network (NN) chess engines, game…
Descriptors: Games, Computer Software, Open Source Technology, Competition
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Charito G. Ong; Josan C. Fermano; Albert Christopher P. Daniot II – International Association for Development of the Information Society, 2022
This study reports an impact assessment of the basic Arduino programming training conducted among select Junior High School Students in a National High School in Cagayan De Oro City. The Focus Group Discussion sessions and survey questionnaires via goggle form complemented the content of the impact study table. The researchers aimed to determine…
Descriptors: Computer Software, Programming, Computer Science Education, Junior High School Students
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Agnes D. Garciano; Debbie Marie B. Verzosa; Ma. Louise Antonette N. De Las Peñas; Maria Alva Q. Aberin; Juan Carlo F. Mallari; Jumela F. Sarmiento; Mark Anthony C. Tolentino – International Association for Development of the Information Society, 2023
This paper discusses the "Just Keep Solving" apps that are designed based on deliberate practice model for developing mathematical skills. Features of deliberate practice include well-defined goals involving areas of weakness as determined by a knowledgeable other such as a teacher. The integration of game design features provides a…
Descriptors: Students, Student Centered Learning, Play, Electronic Learning
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Anthi Karatrantou; Maria-Evangelia Kalamatianou; Christos Panagiotakopoulos – International Society for Technology, Education, and Science, 2023
Educational Robotics in Greece is being used increasingly, while it is hesitantly applied in Special Education as it requires a properly educational trained staff. The present study is a case study aiming to discuss the effects of the utilization of educational robotics in a Special Education School classroom and specifically on students with…
Descriptors: Robotics, Autism Spectrum Disorders, Students with Disabilities, Special Education
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Freeman, Jodie; Raabe, Andreas; Schmitz, Felix; Guttormsen, Sissel – International Association for Development of the Information Society, 2019
To guarantee high-quality services, health professionals are required to successfully maintain their extensive knowledge base. M, health professionals are forced to consistently stay up-to-date in their field in which new knowledge is evolving continuously. Hence, there is a strong need for effective support during their lifelong, self-directed…
Descriptors: Lifelong Learning, Independent Study, Computer Software, Skill Development
Lippert, Anne; Gatewood, Jessica; Cai, Zhiqiang; Graesser, Arthur C. – Grantee Submission, 2019
One out of six adults in the United States possesses low literacy skills. Many advocates believe that technology can pave the way for these adults to gain the skills that they desire. This article describes an adaptive intelligent tutoring system called AutoTutor that is designed to teach adults comprehension strategies across different levels of…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Adult Literacy, Skill Development
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Jeremy Stoddard; Jais Brohinsky; Derek Behnke; David Shaffer; Codu Marquart; M. Shane Tutweiler; Jason Chen – Grantee Submission, 2022
In this paper, we describe the design for PurpleState, an internship simulation that applies the epistemic game model for informed civic learning. PurpleState places students in the role of interns at a political media firm and asks them to design a media campaign on a state level policy issue. Unlike the use of these models in STEM education,…
Descriptors: Citizenship Education, Educational Games, Teaching Methods, Persuasive Discourse
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Georgiou, Kyriakoula; Angeli, Charoula – International Association for Development of the Information Society, 2019
The development of computational thinking is as important as writing, reading and arithmetic, and, it should start as early as kindergarten (Wing, 2008). However, little has been done in terms of investigating the factors influencing the development of computational thinking in preschool education (Bers et al., 2014; Ching et al., 2018; Kazakoff…
Descriptors: Teaching Methods, Thinking Skills, Scaffolding (Teaching Technique), Preschool Children
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Ineç, Zekeriya Fatih – Romanian Review of Geographical Education, 2021
In this study, the stages of creating a dynamic map in Microsoft Excel with the rapid prototyping instructional design model developed by Tripp and Bichelmeyer are explained to support and improve students' global awareness in social studies lessons in Turkey. The dynamic map was created in four general stages in the study, in which the waterfall…
Descriptors: Social Studies, Spreadsheets, Instructional Design, Cultural Awareness
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Weber, Felix – International Association for Development of the Information Society, 2019
The Future Skills Report about the future of learning and higher Education (Ehlers & Kellermann, 2019) defines a variety of skills in which the active learner plays a central role. Starting from this perspective, our idea is to promote future skills with a digital data-driven study assistant for. As a theoretical foundation research about…
Descriptors: Data Analysis, Higher Education, Goal Orientation, Self Management
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Balaban, Igor; Filipovic, Danijel; Peras, Marko – International Association for Development of the Information Society, 2019
This paper deals with a problem of digital competence acquisition and certification. In order to overcome the problem of still inadequate number of digitally competent students and the tools that merely focus on skills acquisition, this paper proposes the CRISS platform which is a unique cloud-based digital learning solution, based on the most…
Descriptors: Computer Software, Integrated Learning Systems, Technological Literacy, Teaching Methods
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Underwood, Joshua; Luckin, Rosemary; Winters, Niall – Research-publishing.net, 2014
This study aims to inform the design of mobile apps for vocabulary learning. Learning vocabulary involves developing, connecting, and sustaining various types of knowledge and skills. Learners do not typically acquire these all at once, but rather over the course of distinct episodes of activity. Yet, little is known about learning experience…
Descriptors: Telecommunications, Handheld Devices, Vocabulary Development, Skill Development
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Ibáñez Moreno, Ana; Vermeulen, Anna – Research-publishing.net, 2015
In this paper the methodological steps taken in the conception of a new mobile application (app) are introduced. This app, called VISP (Videos for Speaking), is easily accessible and manageable, and is aimed at helping students of English as a Foreign Language (EFL) to improve their idiomaticity in their oral production. In order to do so, the app…
Descriptors: Oral Language, Skill Development, Outcomes of Education, English (Second Language)
Gibson, David; Jakl, Peter – International Association for Development of the Information Society, 2013
Among the unique affordances of digital simulations are changes in the possibilities for targets as well as the methods of assessment, most significantly, toward integration of thinking with action, embedding of tasks-as-performance of knowledge-in-action, and unobtrusive observational methods. This paper raises and briefly defines key data…
Descriptors: Computer Simulation, Databases, Computer Games, Learning Processes
Acheson, Lingma Lu – International Association for Development of the Information Society, 2014
Learning is most effective when accompanied by doing. If someone desires to become a baseball player, being told how to play the game, watching others play and even understanding the rules of the game are mostly ineffective if the individual never "swings the bat". This paper outlines the implementation of this method (swinging the bat)…
Descriptors: Active Learning, Experiential Learning, Computer Science Education, Industry
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