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Hirumi, Atsusi; Johnson, Teresa; Reyes, Ramsamooj Javier; Lok, Benjamin; Johnsen, Kyle; Rivera-Gutierrez, Diego J.; Bogert, Kenneth; Kubovec, Stacey; Eakins, Michael; Kleinsmith, Andrea; Bellew, Michael; Cendan, Juan – Educational Technology Research and Development, 2016
In Part I of this two-part series, we examined the design and development of NERVE: A virtual patient simulation created to give medical students standardized experiences in interviewing, examining, and diagnosing virtual patients with cranial nerve disorders. We illustrated key design features and discussed how design-based research studies…
Descriptors: Computer Simulation, Patients, Design, Research
Watson, Sunnie Lee; Loizzo, Jamie; Watson, William R.; Mueller, Chad; Lim, Jieun; Ertmer, Peggy A. – Educational Technology Research and Development, 2016
This exploratory case study describes the design and facilitation of a massive open online course (MOOC) for attitudinal change regarding human trafficking. It examines the course from the learners', instructor's, and instructional designer's perspectives. Two interviews with the instructor and instructional designer were conducted, and data from…
Descriptors: Online Courses, Electronic Learning, Instructional Design, Case Studies
Yanchar, Stephen C.; Hawkley, Melissa – Educational Technology Research and Development, 2014
This study employed a qualitative research design to investigate informal learning among practicing instructional designers. Prior research has examined how instructional designers spend their time, make decisions, use theory, solve problems, and so on, but no published research has explored the nature and role of informal learning in…
Descriptors: Informal Education, Instructional Design, Learning Processes, Qualitative Research
Loizzo, Jamie; Ertmer, Peggy A. – Educational Technology Research and Development, 2016
Massive open online courses (MOOCs) are often examined and evaluated in terms of institutional cost, instructor prestige, number of students enrolled, and completion rates. MOOCs, which are connecting thousands of adult learners from diverse backgrounds, have yet to be viewed from a learning culture perspective. This research used virtual…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
Woo, David James – Educational Technology Research and Development, 2016
The misalignment or contradiction between material and abstract resources within a school are structural barriers to systemic pedagogic innovation and effective teacher professional development. This article contributes a case study to the success stories of information and communication technology (ICT) integration in schools through alternative…
Descriptors: Information Technology, Educational Technology, Case Studies, Faculty Development
Yanchar, Stephen C.; South, Joseph B.; Williams, David D.; Allen, Stephanie; Wilson, Brent G. – Educational Technology Research and Development, 2010
This study employed a qualitative research design to investigate instructional designers' views and uses of conceptual tools in design work (e.g., learning theories and design theories). While past research has examined how instructional designers spend their time, how they generally make decisions, and expert-novice differences, little attention…
Descriptors: Learning Theories, Instructional Design, Qualitative Research, Theory Practice Relationship
An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
Waight, Noemi; Liu, Xiufeng; Gregorius, Roberto Ma. – Educational Technology Research and Development, 2015
This paper examined the nuances of the background process of design and development and follow up classroom implementation of computer-based models for high school chemistry. More specifically, the study examined the knowledge contributions of an interdisciplinary team of experts; points of tensions, negotiations and non-negotiable aspects of…
Descriptors: Computer Uses in Education, Models, Secondary School Science, Chemistry
Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth – Educational Technology Research and Development, 2013
Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…
Descriptors: Sciences, Ethics, Computer Simulation, Instructional Design
Aslan, Sinem; Reigeluth, Charles M. – Educational Technology Research and Development, 2016
Reigeluth et al. ("Educ Technol" 48(6):32-39, 2008) proposed major and secondary functions for educational technology systems for the learner-centered paradigm of education. However, the functions proposed should be formatively evaluated and revised using a variety of cases to develop a better understanding of how technology can support…
Descriptors: Educational Technology, Technology Uses in Education, Mixed Methods Research, Program Evaluation
Williams, David D.; South, Joseph B.; Yanchar, Stephen C.; Wilson, Brent G.; Allen, Stephanie – Educational Technology Research and Development, 2011
This study employed a qualitative research design to investigate how instructional designers use evaluation in everyday design practice. While past research has examined how designers spend their time, how they generally make decisions, and expert-novice differences, little attention has been paid to use of context, input, process, or product…
Descriptors: Instructional Design, Computer Software, Computer Software Evaluation, Qualitative Research
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G. – Educational Technology Research and Development, 2014
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Student Attitudes
DeWitt, Dorothy; Alias, Norlidah; Siraj, Saedah – Educational Technology Research and Development, 2014
Collaborative problem-solving in science instruction allows learners to build their knowledge and understanding through interaction, using the language of science. Computer-mediated communication (CMC) tools facilitate collaboration and may provide the opportunity for interaction when using the language of science in learning. There seems to be…
Descriptors: Program Design, Program Development, Secondary School Science, Electronic Learning
Wang, Charles Xiaoxue; Calandra, Brendan; Hibbard, Susan T.; McDowell Lefaiver, Mary L. – Educational Technology Research and Development, 2012
This paper reports on the effects an experimental English as a Foreign Language (EFL) program in Second Life (SL) had on Chinese student EFL learning. The study took an evaluative approach using quasi-experimental design with participants from one Chinese university and one American university in the southeastern United States. Results indicated…
Descriptors: English (Second Language), Second Language Programs, Computer Simulation, Internet
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