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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
Gibbons, Andrew S. – Educational Technology, 2016
This article asks five questions that lead us to the foundations of design practice in educational technology. Design processes structure time, space, place, activity, role, goal, and resource. For educational technology to advance in its understanding of design practice, it must question whether we have clear conceptions of how abstract…
Descriptors: Educational Technology, Instructional Design, Design, Teaching Methods
Ochsner, Amanda; Corwin, Zoë B. – Educational Technology, 2017
In 2014, researchers at the Pullias Center for Higher Education at the University of Southern California (USC) received a grant from the U.S. Department of Education's Fund for the Improvement in Postsecondary Education's First in the World program to do research aimed at understanding how games can be used to cultivate college knowledge and…
Descriptors: Educational Research, Educational Games, Instructional Design, Design Requirements
Gropper, George L. – Educational Technology, 2017
What would it take for instructional design to qualify as a bona fide applied discipline? First and foremost, a fundamental requirement is a testable and tested theoretical base. Untested rationales until verified remain in limbo. Secondly, the discipline's applied prescriptions must be demonstrably traceable to the theoretical base once it is…
Descriptors: Instructional Design, Intellectual Disciplines, Educational Technology, Technology Integration
Lindert, Lisa; Su, Bude – Educational Technology, 2016
Integrating and documenting formal and informal learning experiences is challenging using the current Shareable Content Object Reference Model (SCORM) eLearning standard, which limits the media and data that are obtained from eLearning. In response to SCORM's limitations, corporate, military, and academic institutions have collaborated to develop…
Descriptors: Instructional Design, Learning Experience, Computer System Design, Electronic Learning
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
Gropper, George L. – Educational Technology, 2016
In instruction there is always something that needs to be displayed. Little wonder that in some form or other media utilization is a given. But questions arise. "Is development meant to fit within media capabilities?" "Or are media to be selected because of their capabilities to meet development needs?" When in the…
Descriptors: Media Selection, Instructional Development, Educational History, Educational Media
Ritzhaupt, Albert D.; Kang, YoungJu – Educational Technology, 2015
Some in the field of educational technology have called for offering bachelor's degrees. Unfortunately, the literature base only provides guidance on designing, developing, and delivering master's and doctoral degree programs. This article, in distinction, focuses on the design of a bachelor's degree program by focusing on the perceptions of…
Descriptors: Educational Technology, Bachelors Degrees, Educational Needs, Relevance (Education)
Engerman, Jason A.; Carr-Chellman, Alison – Educational Technology, 2017
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
Descriptors: Video Games, Cultural Context, Educational Games, Educational Technology
Aslan, Sinem; Reigeluth, Charles M.; Mete, Sinem Emine – Educational Technology, 2016
In this article, the authors start with a description of the learner-centered paradigm of education. The key tenets of the paradigm are outlined as: Competency-based student progress, competency-based student assessment and records, personal learning plans, project-based learning, just-in-time instructional support, student as self-directed…
Descriptors: Classrooms, Classroom Design, Classroom Techniques, Active Learning
Nelson, Wayne A. – Educational Technology, 2013
Notions of design, research, and design research in the field of educational technology are quite different from conceptualizations held by other design fields. Examining the ways that research is conducted and used in educational technology in comparison to other design fields can provide novel insights into how research and design practice can…
Descriptors: Design, Educational Technology, Instructional Design, Curriculum Design
Gropper, George L. – Educational Technology, 2016
A prescription favored in this article calls for the joint use of "learning maps" and "instructional maps." Why then the "Vs." in the title? Simply put, it is a rhetorical device. It calls attention to a key difference between the two. This article explicates the difference. It also informs how alone and in…
Descriptors: Instructional Materials, Concept Formation, Instructional Design, Models
Woo, Huay Lit – Educational Technology, 2013
The design of online learning environments is a complicated process because it entails the use of technological tools to mediate the various forms of interaction situated in the learning process. One possible way to help reduce such complication inherent in various forms of interaction is to look at design as a problem-solving activity. This means…
Descriptors: Online Courses, Electronic Learning, Interaction, Design
Richard, Gabriela T. – Educational Technology, 2017
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
Descriptors: Video Games, Cultural Context, Design Preferences, Equal Education
Trentin, Guglielmo; Bocconi, Stefania – Educational Technology, 2014
In order to design learning solutions that effectively embed face-to-face and online dimensions, it is crucial to identify the key components underpinning hybrid solutions. Furthermore, once these components have been identified, there is the need to clarify how to recombine them to meet a specific learning objective. This article aims to…
Descriptors: Higher Education, Instructional Design, Blended Learning, Teaching Methods