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Jinjuan Tang; Shu Chen; Norfarizah Mohd Bakhir – Education and Information Technologies, 2024
With the advent of the post-pandemic era, the integration of online and offline education has become one of the future development trends and major challenges. This article utilizes the Semantic Wave Theory to teach the "Film and Television Creative Course" through a combination of offline and online methods. While offline teaching is…
Descriptors: Blended Learning, Films, Outcomes of Education, Emotional Experience
Benabbes, Khalid; Housni, Khalid; Hmedna, Brahim; Zellou, Ahmed; Mezouary, Ali El – Education and Information Technologies, 2023
Today, with the extension of learning management systems (LMSs) and the diversity of learners' needs for online learning, instructors have to be assisted to adapt their syllabus to meet learners' needs. Therefore, it is necessary to tailor course instruction to meet individual needs and determine how well they serve the learners using these online…
Descriptors: Learning Management Systems, Student Needs, Cognitive Style, Context Effect
Friedman, Alon – Education and Information Technologies, 2019
Learning analytics is an emerging field in which educators and researchers are using data to improve their students' educational experiences. One of the most common courses offered by higher academic institutions in the US is data science. This paper examines the data science syllabi found in today's academic sector and compares the results to…
Descriptors: Course Descriptions, Comparative Analysis, Data Analysis, Educational Experience
Engelbertink, Monique M. J.; Kelders, Saskia M.; Woudt-Mittendorff, Kariene M.; Westerhof, Gerben J. – Education and Information Technologies, 2020
Whereas blended learning can deliver several benefits to students in higher education, their achievement depends on how exactly it is designed. A participatory design is recommendable to try to meet the needs of all stakeholders. The Persuasive System Design-model can be used to motivate students during the online part of the course. In the design…
Descriptors: Blended Learning, Educational Benefits, Higher Education, Participatory Research
Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
Tambouris, Efthimios; Zotou, Maria; Tarabanis, Konstantinos – Education and Information Technologies, 2014
Traditional education seems to gradually and moderately make way for self-directed and student-centred learning strategies that will efficiently enable students to reach their full potentials and will sufficiently prepare them for their upcoming professional careers. Problem-Based Learning (PBL) is such a strategy, since it enables active…
Descriptors: Instructional Design, Problem Based Learning, Student Projects, Information Technology

Montelpare, William J.; Williams, Allison – Education and Information Technologies, 2000
Describes the development of an electronic curriculum in two undergraduate courses in quantitative methods and Epidemiology. Examines an underlying theoretical framework upon which the development of the Internet components was based. (Contains 20 references.) (DDR)
Descriptors: College Curriculum, Course Descriptions, Epidemiology, Higher Education