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Norris, Cathleen; Soloway, Elliot – Educational Technology, 2016
A school can change. In this case study, the authors describe the 12 factors they have identified as being key in the transformation of the core pedagogical practices at Nan Chiau Primary School, Singapore, from direct instruction to inquiry, from a 20th to a 21st century school. While the adoption of 1:1 mobile devices played a catalytic role in…
Descriptors: Elementary Schools, Case Studies, Foreign Countries, Handheld Devices
Bodily, Robert; Graham, Charles R.; Bush, Michael D. – Educational Technology, 2017
This article describes the crossroads between learning analytics and learner engagement. The authors do this by describing specific challenges of using analytics to support student engagement from three distinct perspectives: pedagogical considerations, technological issues, and interface design concerns. While engaging online learners presents a…
Descriptors: Learner Engagement, Online Courses, Educational Opportunities, Barriers
Bush, Michael D. – Educational Technology, 2016
Ayamel is a system developed by Brigham Young University (BYU) and the American Councils for International Education. "Ayamel" is a stylized name developed to stand for International Media Library, a new designation for the federally funded project that started out as the "Flagship Media Library." The project was funded by The…
Descriptors: Educational Technology, Technology Uses in Education, Blended Learning, Video Technology
Conefrey, Theresa – Educational Technology, 2016
The 21st century classroom is large, diverse, underfunded, and populated by students weaned on digital devices espousing a consumer mentality looking for a good return on investment (ROI) on their education. These students, the so-called "millennials," and the coming Generation Z, who have grown up in the digital age, are more pragmatic…
Descriptors: Technology Uses in Education, Higher Education, Educational Technology, Teaching Methods
Norris, Cathleen A.; Soloway, Elliot – Educational Technology, 2015
While "mobile learning" has gained recognition in K-12 as a category in educational technology, the authors argue that, between 2010 and 2015, at least, its impact hasn't matched the hype. But between 2015 and 2020, hardware, software, and network technologies will mature sufficiently such that educational technology's Holy…
Descriptors: Educational Technology, Handheld Devices, Prediction, Elementary Secondary Education
DeVane, Ben; Steward, Cody; Tran, Kelly M. – Educational Technology, 2016
This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…
Descriptors: Middle School Students, Design, Problem Solving, Computer Science
Aji, Sandeep – Educational Technology, 2016
One of the most explosive areas of growth in the field of higher education is currently in emerging international markets. In developing nations, lack of access to high-quality teachers and educational materials is often the key obstacle preventing students from gaining the skills and knowledge they need to pursue new opportunities and advance in…
Descriptors: Higher Education, Video Technology, Teaching Methods, Technology Uses in Education
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
Strate, Lance – Educational Technology, 2016
Our use of the electronic media to conduct serious discourse raises the question of whether "we are amusing ourselves to death," as Neil Postman argued. The approach known as "media ecology," the study of media as environments, which emphasizes the need to understand context and find balance, provides a basis for the analysis…
Descriptors: Educational Technology, Higher Education, Online Courses, Mass Media Effects
Gerber, Hannah R.; Gaitan, Luis – Educational Technology, 2017
This article explores the design processes in creating a pro-social mobile game, "Litter Leader." Following the Egyptian Revolution, "Litter Leader," a game designed for Android devices, was created to foster community change among Egyptian youth. By tracing the meaning-making that occurred with 20 Egyptian youth who playtested…
Descriptors: Foreign Countries, Activism, Social Development, Games
Wardlow, Liane; Harm, Eian – Educational Technology, 2015
Collaborative learning provides students with vital opportunities to create and build knowledge. Existing technologies can facilitate collaborative learning. However, barriers exist to enacting collaborative practices related to the coverage of material for assessments and classroom management concerns, among others. Teachers can overcome these…
Descriptors: Barriers, Cooperative Learning, Classroom Techniques, Appropriate Technology
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
Reigeluth, Charles M. – Educational Technology, 2014
The learner-centered paradigm of education requires very different roles for technology, as well as for teachers and students, compared with the teacher-centered paradigm. Rather than almost exclusively serving the teacher for teaching, technology primarily serves the student for learning. It does so through four major roles: (1) keeping records…
Descriptors: Technology Uses in Education, Influence of Technology, Educational Technology, Student Centered Curriculum
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
Mou, Shahrina – Educational Technology, 2016
Over the past few decades, information and communications technology (ICT) has been used in changing the traditional education system. It has helped to improve the quality of education and the overall teaching-learning process. Unfortunately, many teachers still do not use ICT effectively; or, even if they use ICT, it is not integrated into their…
Descriptors: Technology Integration, Barriers, Foreign Countries, Information Technology
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