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Showing 1 to 15 of 150 results Save | Export
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Stephan Pühringer; Georg Wolfmayr – Research Evaluation, 2024
This paper develops a better understanding of the explicit and implicit implications of the academic field's competitization, with a specific focus on the role that academic social networks and platforms (ASNPs) play in this process. While ASNPs are embedded within a broad and complex ecology of academic competition we show that particularly…
Descriptors: College Students, Social Networks, Discourse Communities, Computer Mediated Communication
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Victor K. Y. Chan – International Association for Development of the Information Society, 2023
This article intends to investigate the consistency between a few popular generative AI robots in the evaluation of massive open online course (MOOC) platforms. The four robots experimented with in the study were Claude+, GPT-4, Sage, and Dragonfly, which were tasked with awarding rating scores to the eight major dimensions, namely (1)…
Descriptors: MOOCs, Robotics, Scores, Learning Management Systems
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Yeo, Sheunghyun; Webel, Corey – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
This study examines how elementary preservice teachers notice children's mathematical thinking and how this noticing influences the evaluation of technological resources. In particular, we explore the aspects of thinking to which preservice teachers attend and how they interpret evidence about children's thinking when using the Spatial-Temporal…
Descriptors: Preservice Teachers, Classroom Techniques, Perception, Elementary School Teachers
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Santamaría, Cristina Rebollo; Lora, Carlos Marín; Quintana, Inmaculada Remolar; Sellés, Miguel Chover – International Association for Development of the Information Society, 2018
The first obstacles to overcome when a student has to face the task of programming for the first time are the abstraction level, the comprehension of a language with unfamiliar concepts for him/her and the specific syntax for each programming language. This work presents the qualitative results obtained in a study focused on the gain of skills for…
Descriptors: Programming Languages, Skill Development, Undergraduate Students, Video Games
Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro – International Association for Development of the Information Society, 2016
Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…
Descriptors: Virtual Classrooms, Computer System Design, Computer Software Evaluation, Computer Software
Ibarra-Sáiz, María Soledad; Rodríguez-Gómez, Gregorio – International Association for Development of the Information Society, 2016
For many years assessment strategies and practices have emphasized on the one hand the importance of integrating assessment and learning and, secondly, the need to develop technological tools that facilitate this relationship and integration. In this paper, firstly we describe the EvalCOMIX® web service and then we present the opinions of…
Descriptors: Computer System Design, Educational Technology, Material Development, Teacher Attitudes
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Buendgens-Kosten, Judith – Research-publishing.net, 2014
Do you know how to change your relationship status on Facebook? What about your language status? In most web 2.0 contexts, music preference or relationship status are more important than information about one's linguistic repertoire. In language learning communities and affinity spaces (Gee, 2004), however, language status is forefronted. This…
Descriptors: Communities of Practice, Computer Mediated Communication, Web 2.0 Technologies, Social Networks
Cao, Bingyi; Esponda-Argüero, Margarita; Rojas, Raúl – International Association for Development of the Information Society, 2016
In order to reduce the passivity of students and enhance their learning experience in large lectures, we developed a browser-based tool called Classroom Interacter to promote classroom interaction. It allows students to use their own mobile devices to participate in the learning process. The main features of Classroom Interacter include live…
Descriptors: Classroom Communication, Classroom Techniques, Learning Experience, Learning Processes
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Guo, Sijia – Research-publishing.net, 2014
This case study aims to explore the best practice of applying task-based language teaching (TBLT) via the web conferencing tool Blackboard Collaborate in a beginners' online Chinese course by evaluating the technical capacity of the software and the pedagogical values and limitations of the tasks designed. In this paper, Chapelle's (2001) criteria…
Descriptors: Chinese, Teleconferencing, Group Activities, Online Courses
Aventi, Belinda; Serow, Penelope; Tobias, Steve – Mathematics Education Research Group of Australasia, 2014
Increasing pressure is mounting from all areas of society to maximise technology use within educational domains. Whilst curriculum documents call for the utilisation of technology as a teaching tool in the mathematics classroom, the benefits of exploring forms of dynamic mathematical software, such as GeoGebra, are often introduced in the senior…
Descriptors: Technology Uses in Education, Mathematics Instruction, Classroom Techniques, Courseware
Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics
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Alsubait, Tahani; Parsia, Bijan; Sattler, Uli – Research in Learning Technology, 2012
Different computational models for generating analogies of the form "A is to B as C is to D" have been proposed over the past 35 years. However, analogy generation is a challenging problem that requires further research. In this article, we present a new approach for generating analogies in Multiple Choice Question (MCQ) format that can be used…
Descriptors: Computer Assisted Testing, Programming, Computer Software, Computer Software Evaluation
Martin, Sergio; Boticki, Ivica; Jacobs, George; Castro, Manuel; Peire, Juan – Online Submission, 2010
This work is intended to describe a framework aimed to address the challenges in the development of mobile Collaborative Learning applications. Firstly, the paper offers an overview of some of the main principles of Collaborative Learning that will be the basis of the framework, which is based on three main pillars: collaboration and communication…
Descriptors: Handheld Devices, Cooperative Learning, Educational Principles, Computer System Design
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Berns, Anke; Valero-Franco, Concepción – Research-publishing.net, 2013
This paper presents the results of an ongoing study which has been carried out with a group of German Foreign Language students at the University of Cadiz since 2012. The purpose of the study was to analyze the impact of videogame-like applications on foreign language learning and their motivational potential to increase learning beyond the…
Descriptors: Video Games, Active Learning, Educational Games, Courseware
Cavus, Nadire – Online Submission, 2009
A learning management system (LMS) provides the platform for web-based learning environment by enabling the management, delivery, tracking of learning, testing, communication, registration process and scheduling. There are many LMS systems on the market that can be obtained for free or through payment. It has now become an important task to choose…
Descriptors: Electronic Learning, Management Systems, Web Based Instruction, Computer Software Evaluation
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