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Showing 1 to 15 of 31 results Save | Export
Kristin Leigh McKitrick-Rojas – ProQuest LLC, 2022
As teachers plan for instruction, technology integration is an important factor in the planning and implementation process. This has become imperative in a virtual learning environment for instructors to be competent (Gregory & Lodge, 2015). Problems exist with integrating technology that aligns with teaching and learning in content areas.…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Beginning Teachers, Secondary School Teachers
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Haider, Syed Imran; Ali, Muhammad – Pakistan Journal of Distance and Online Learning, 2019
The usage of various media methods in distance education shows its historical development path. It is said that AIOU has been using radio and television broadcasts, special textbooks and reading materials for distance education. To assess the level of technology usage and its role in AIOU model, Non-Random, Purposive Sampling, technique was used…
Descriptors: Barriers, Foreign Countries, Distance Education, Information Technology
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Fernández-Raga, María; Villard, Thierry – Research-publishing.net, 2020
This case study describes two iterations of a cross-disciplinary Virtual Exchange (VE) project developed between the Universities of Bordeaux (France) and León (Spain), involving students of Applied Physics and Measurement Engineering (APME), and Electrical Engineering. The students worked together on designing a real garden in Bordeaux within…
Descriptors: Case Studies, Interdisciplinary Approach, Virtual Classrooms, Physics
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Schmidt, Matthew; Galyen, Krista; Laffey, James; Babiuch, Ryan; Schmidt, Carla – Journal of Interactive Learning Research, 2014
Design-based research (DBR) and open source software are both acknowledged as potentially productive ways for advancing learning technologies. These approaches have practical benefits for the design and development process and for building and leveraging community to augment and sustain design and development. This report presents a case study of…
Descriptors: Design, Research, Educational Technology, Research and Development
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Ackland, Aileen; Swinney, Ann – Research in Learning Technology, 2015
In this paper, we draw on Actor-Network Theories (ANT) to explore how material components functioned to create gateways and barriers to a virtual learning network in the context of a professional development module in higher education. Students were practitioners engaged in family learning in different professional roles and contexts. The data…
Descriptors: Virtual Classrooms, Communities of Practice, Social Networks, Learning Modules
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Mendoza-Gonzalez, Ricardo, Ed. – IGI Global, 2016
In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…
Descriptors: Online Courses, Curriculum Design, Virtual Classrooms, Best Practices
Taylor, Jacqui – Psychology Teaching Review, 2012
Increasingly, educators from all disciplines are using blogs, social networking sites, VLEs and wikis to encourage academic discourse between students. However, a common problem experienced by educators is how these important learning experiences can be assessed and because of this difficulty many are not assessed. For some time now, I have been…
Descriptors: Academic Discourse, Leadership, Criticism, Content Analysis
Santacroce-Tejedor, Andrea – ProQuest LLC, 2011
The purpose of this study was to examine three e-learning technologies based on a pedagogical framework for virtual learning environments, and to explore how these technologies could be used to facilitate extended professional learning opportunities whereby K-12 educators could communicate, collaborate, and reflect on their practice. This…
Descriptors: Electronic Learning, Feedback (Response), Qualitative Research, Elementary Secondary Education
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Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D. – Journal of Natural Resources and Life Sciences Education, 2011
Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…
Descriptors: Video Games, Student Surveys, Soil Science, Educational Technology
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Stewart, Barbara; Hutchins, Holly M.; Ezell, Shirley; De Martino, Darrell; Bobba, Anil – Innovations in Education and Teaching International, 2010
Case study methodology was used to describe the challenges experienced in the development of a virtual component for a freshman-level undergraduate course. The purpose of the project was to use a virtual environment component to provide an interactive and engaging learning environment. While some student and faculty feedback was positive, this…
Descriptors: Computer Simulation, Online Courses, Virtual Classrooms, Electronic Learning
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Oakes, Malcolm – Education in Science, 2009
Science is a wonderful subject to teach. Often characterised as "hard", it is a subject that has evolved constantly over the years by adopting new practices. In recent years, these have included many aspects of ICT, which was the starting point for the author and his team's project. The basic principles of the project were that: (1) subject…
Descriptors: Case Studies, Teaching Methods, Information Technology, Science Education
Woollard, John – Routledge, Taylor & Francis Group, 2011
"Psychology for the Classroom: E-Learning" is a lively and accessible introduction to the field of technology-supported teaching and learning and the educational psychology associated with those developments. Offering a substantial and useful analysis of e-learning, this practical book includes current research, offers a grounding in both theory…
Descriptors: Electronic Learning, Blended Learning, Social Justice, Constructivism (Learning)
Zou, Bin; Xing, Minjie; Wang, Yuping; Sun, Mingyu; Xiang, Catherine H. – IGI Global, 2013
Computer-Assisted Foreign Language Teaching and Learning: Technological Advances highlights new research and an original framework that brings together foreign language teaching, experiments and testing practices that utilize the most recent and widely used e-learning resources. This comprehensive collection of research will offer linguistic…
Descriptors: Foreign Countries, Electronic Learning, Computer Assisted Instruction, Web 2.0 Technologies
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Clarke, Jody; Dede, Chris – Journal of Science Education and Technology, 2009
One-size-fits-all educational innovations do not work because they ignore contextual factors that determine an intervention's efficacy in a particular local situation. This paper presents a framework on how to design educational innovations for scalability through enhancing their adaptability for effective usage in a wide variety of settings. The…
Descriptors: Educational Innovation, Virtual Classrooms, Case Studies, Middle Schools
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