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Dousay, Tonia A. – Educational Technology, 2017
Many resources now punctuate the maker movement landscape. However, some schools and communities still struggle to understand this burgeoning movement. How do we define these spaces and differentiate them from previous labs and shops? Through a multidimensional framework, stakeholders should consider how the structure, access, staffing, and tools…
Descriptors: Educational Facilities Design, Educational Change, Advocacy, Blended Learning
Brown, Ryan A.; Antink-Meyer, Allison – Educational Technology, 2017
The maker movement, with its focus on-hands on learning through creating with familiar materials, has seen growth in both formal and informal learning spaces. This article examines three informal learning spaces that have redesigned their space (or a portion of it) to accommodate several tenets of the maker movement and in various ways have become…
Descriptors: Informal Education, Design Preferences, Educational Environment, Museums
Blake, Anne M.; Moseley, James L. – Educational Technology, 2010
Avatars are gaining popularity as an emerging technology to facilitate learning and instruction. Avatars can be used as agents of e-learning applications or as part of immersive learning environments such as Second Life. Research indicates that avatar use has numerous potential benefits, including increased student engagement and opportunities for…
Descriptors: Electronic Learning, Educational Technology, Computer Simulation, Technology Uses in Education
Huffman, Heather B.; Jernstedt, G. Christian; Reed, Virginia A.; Reber, Emily S.; Burns, Mathew B.; Oostenink, Richard J.; Williams, Margot T. – Educational Technology, 2003
Suggests two guiding principles as a framework to interpret the research findings of environmental psychology that focus on effective classroom design: effective design promotes attention in the classroom and allows for periodic shifts of learner activities. Examines these principles as they apply to the design of a computer classroom, reviewing…
Descriptors: Classroom Design, Computer Assisted Instruction, Computer Uses in Education, Design Preferences
Squires, David – Educational Technology, 1999
Discusses designers' need to design educational software for subversive use, recognizing that users fit the use of technology-based environments into contextually tuned "situated" learning environments. In this sense, good design is volatile design, or design which changes with contextual use. These ideas are illustrated with reference to a range…
Descriptors: Computer Assisted Instruction, Computer Software Development, Constructivism (Learning), Design Preferences