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Jan, Mingfong; Gaydos, Matthew – Educational Technology, 2016
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Descriptors: Educational Practices, Educational Research, Educational Games, Learning Strategies
Fulgham, Susan M.; Shaughnessy, Michael F. – Educational Technology, 2014
Jan Herrington is a Professor of Education at Murdoch University in Perth, Western Australia, where she teaches educational technology in the School of Education, including a compulsory first year unit called "Living and Learning with Technology." She has been active in the promotion and support of the effective use of educational…
Descriptors: Educational Research, Interviews, Profiles, Higher Education
Subramony, Deepak Prem; Molenda, Michael; Betrus, Anthony K.; Thalheimer, Will – Educational Technology, 2014
In response to the wide-scale proliferation of "the cone of learning"--a fanciful retention chart confounded with Dale's Cone of Experience--the authors make four major claims debunking this fantasy and provide documentary evidence to support these claims. The first claim is that the data in the mythical retention chart do not make…
Descriptors: Educational Research, Research Methodology, Validity, Data Collection
Subramony, Deepak Prem; Molenda, Michael; Betrus, Anthony K.; Thalheimer, Will – Educational Technology, 2014
Critics have been attempting to debunk the mythical retention chart at least since 1971. The earliest critics, David Curl and Frank Dwyer, were addressing just the retention data. Beginning around 2002, a new generation of critics has taken on the illegitimate combination of the retention chart and Edgar Dale's Cone of Experience--the corrupted…
Descriptors: Educational Research, Research Methodology, Validity, Data Collection
Subramony, Deepak Prem; Molenda, Michael; Betrus, Anthony K.; Thalheimer, Will – Educational Technology, 2014
The authors are attempting to set the record straight regarding the sources frequently cited in the literature of the mythical retention chart and the corrupted Dale's Cone. They point out citations that do not actually connect with relevant works; provide correct citations of sources that are often cited erroneously; add references for overlooked…
Descriptors: Educational Research, Research Methodology, Validity, Data Collection
Laurillard, Diana M. – Educational Technology, 1984
Describes a feasibility study designed to investigate interactive video and the balance of student versus program control with respect to the sequence of content presentation, the choice of how many practice exercises to do, and the strategy for alternating between the modes of receptive and active learning. (MBR)
Descriptors: Computer Assisted Instruction, Decision Making, Educational Research, Feasibility Studies
Squire, Kurt; Jenkins, Henry; Holland, Walter; Miller, Heather; O'Driscoll, Alice; Tan, Katie Philip; Todd, Katie. – Educational Technology, 2003
Discusses the rapid growth of digital games, describes research at MIT that is exploring the potential of digital games for supporting learning, and offers hypotheses about the design of next-generation educational video and computer games. Highlights include simulations and games; and design principles, including context and using information to…
Descriptors: Computer Games, Context Effect, Design Requirements, Educational Games
Hannafin, Michael J.; And Others – Educational Technology, 1994
Examines assumptions inherent in open-ended learning; describes features of open-ended learning environments; and discusses implications for research, development, and implementation of open-ended learning systems. Highlights include context and experience; learner control; higher-order cognitive skills; understanding versus knowing; orienting…
Descriptors: Computer Assisted Instruction, Computer Software, Constructivism (Learning), Context Effect