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Showing 1 to 15 of 45 results Save | Export
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Yamamoto, Junko – International Association for Development of the Information Society, 2019
Innovation includes new inventions, new ideas, or new methods. Everett Rogers' Diffusion of Innovations framework, however, suggests not all are willing to adopt innovation. Technology Acceptance Model (TAM) indicates that perceived usefulness and perceived ease of use influence one's choice to use available technology. Since the nature of work is…
Descriptors: Preservice Teachers, Technology Integration, Shared Resources and Services, Educational Technology
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Liat Eyal; Talia Traister – International Association for Development of the Information Society, 2024
Multicultural classes in academia present challenges, intensified further in the context of online learning. Addressing these disparities requires innovative solutions to the challenges stemming from the diverse cultural backgrounds, religious affiliations, age disparities, varying learning skills, and differences in technology access. This study…
Descriptors: Handheld Devices, Telecommunications, Multicultural Education, Electronic Learning
Aydin, Selami – Online Submission, 2021
Edmodo has a significant role and place in the language teaching and learning contexts. However, there is no conclusive evidence on how Edmodo affects the language learning process. This study aims to present a review of the studies to make recommendations for teachers and researchers for further research. The study concludes that learners and…
Descriptors: Educational Technology, Second Language Learning, English (Second Language), Second Language Instruction
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Suhartini Suhartini; Muafi Muafi; Fatimah Az Zahra – International Society for Technology, Education, and Science, 2023
The digital world in the creative industry has provided new opportunities for entrepreneurs to utilize and exploit products and services in a more transparent and widespread manner. Products and services can grow exponentially and be offered to all users and communities throughout the world without time and space limitations. Creative SMEs,…
Descriptors: Entrepreneurship, Industry, Digital Literacy, Foreign Countries
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Alexandra Rysulová – NORDSCI, 2023
Game jams, previously unexplored in education, involve interdisciplinary teams developing game prototypes rapidly. These events promote collaboration, diverse game development experiences, and innovative design. This paper examines game jams' educational potential, highlighting their role in cultivating technical prowess and vital soft skills like…
Descriptors: Game Based Learning, Soft Skills, 21st Century Skills, Interdisciplinary Approach
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Ayse Sezer – Online Submission, 2023
In order to keep up with the speed of science and technology in today's conditions, it is important for human beings to constantly renew themselves and adapt to the changing world and living conditions. In this content, education plays a significant role, and art education, in particular, hold a pioneering role in nurturing civilized individuals.…
Descriptors: Artificial Intelligence, Teaching Methods, Freehand Drawing, Child Development
Rowan Nas – Mathematics Education Research Group of Australasia, 2024
Creativity is a task-specific construct that exhibits diverse characteristics depending on the context it operates in. Currently, there is little consensus on how creativity can be defined and taught within STEM education. In this study, mathematics teachers' beliefs about STEM creativity and their pedagogical approaches to teaching creativity…
Descriptors: Mathematics Teachers, Beliefs, Teacher Attitudes, Teaching Methods
Eisenberg, Michael; Jacobson-Weaver, Zack – International Association for Development of the Information Society, 2015
The vast majority of research in educational technology focuses, justifiably, on what might be described as "short-term" (or perhaps "medium-term") questions: how to improve an existing software system, how to assess a particular classroom innovation, how to teach some current subject matter in a more effective fashion. From…
Descriptors: Educational Technology, Technology Uses in Education, Children, Design
Matthews, Sarah; Boden, Marie; Visnovska, Jana – Mathematics Education Research Group of Australasia, 2018
We report on an initial analysis of survey data that was generated through a collaboration between the schools of Education and Information Technology in exploring pathways through which future teachers could envision mathematics as engaging and creative subject, while also enhancing their awareness of, and skills in, using digital technologies in…
Descriptors: Preservice Teachers, Schools of Education, Computer Science Education, Interdisciplinary Approach
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Menorath, Darren; Antonczak, Laurent – International Association for Development of the Information Society, 2017
This paper examines the state of the art of mobile Augmented Reality (AR) and mobile Virtual Reality (VR) in relation to collaboration and professional practices in a creative digital environment and higher education. To support their discussion, the authors use a recent design-based research project named "Juxtapose," which explores…
Descriptors: Telecommunications, Handheld Devices, Simulated Environment, Teaching Methods
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XiaoShu Xu; Xibing Wang; Yunfeng Zhang; Wenjuan Ma – International Society for Technology, Education, and Science, 2023
The integration of ChatGPT in Personal Learning Environments (PLEs) has emerged as a promising approach to personalized learning in tertiary education. ChatGPT is believed to have the potential to transform traditional higher education into a more personalized, quality-driven, and student-centered learning experience that fosters critical…
Descriptors: Artificial Intelligence, Computer Software, Risk, Educational Benefits
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Ellis, Amy B.; Horne, Dru; Bloodworth, Anna; Nielsen, Annelise; Ely, Robert – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
Interest-driven activities, such as mathematical play, can support student agency, motivation, and engagement, and can foster dispositions that reflect authentic disciplinary engagement. However, the bulk of research on mathematical play investigates the mathematics that emerges in young children's natural play or in informal spaces such as video…
Descriptors: Play, Algebra, Mathematics Instruction, Learner Engagement
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Aljarrah, Ayman; Towers, Jo – North American Chapter of the International Group for the Psychology of Mathematics Education, 2021
In this article we show how students' productive struggle on a mathematical task can lead to collective mathematical creativity. We use observable (co)actions and interactions from a video record that features three Grade 6 students in a problem-solving session to document the emergence of collective creativity leading to a solution. We discuss…
Descriptors: Mathematics Instruction, Creativity, Task Analysis, Video Technology
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Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Hall, Stephen J.; Walsh, Christopher S. – Australian Association for Research in Education, 2015
Given the Digital Technologies rationale of the Australian Curriculum, it is critical that both teachers and students use design thinking to be creative and innovative producers of digital solutions and knowledge. Teachers and students are increasingly being required to self-produce films and digital content across subject areas. Their productions…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Design
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