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Showing 1 to 15 of 68 results Save | Export
Ustun, Ahmet Berk – ProQuest LLC, 2018
The purpose of this multiple case design-based research study was to determine what elements were needed to assist two higher education instructors inexperienced in designing and teaching a blended learning course to successfully create and implement it, to document the instructors' perceptions about their first experience of teaching a blended…
Descriptors: Blended Learning, College Faculty, College Instruction, Teacher Attitudes
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Arispe, Kelly; Burston, Jack – Language Learning & Technology, 2017
This pedagogical implementation study advocates for performance-driven assessments to help learners become aware of and improve upon presentational speaking skills at the advanced level. A social media content creation tool, Adobe Spark Video, enabled learners to practice oral skills outside of class. The task design, implementation, and…
Descriptors: Performance Based Assessment, Advanced Students, Speech Skills, Social Media
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Zarraonandia, Telmo; Francese, Rita; Passero, Ignazio; Diaz, Paloma; Tortora, Genoveffa – International Journal of Distance Education Technologies, 2014
Despite several researchers reporting evidence that 3D Virtual Worlds can be used to effectively support educational processes in recent years, the integration of this technology in real learning processes is not as commonplace as in other educational technologies. Instructional designers have to balance the cost associated with the development of…
Descriptors: Computer Simulation, Direct Instruction, Individual Instruction, Learning Activities
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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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Bai, Hua – International Journal for the Scholarship of Teaching and Learning, 2013
Scaffolding students' problem solving and helping them to improve problem solving skills are critical in instructional design courses. This study investigated the effects of students' uses of a digital mapping tool on their problem solving performance in a design case study. It was found that the students who used the digital mapping tool…
Descriptors: Problem Solving, Scaffolding (Teaching Technique), Computer Uses in Education, Case Studies
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Dimitriadis, Yannis; Goodyear, Peter – Research in Learning Technology, 2013
This paper concerns sustainable approaches to design for learning, emphasising the need for designs to be able to thrive outside of the protective niches of project-based innovation. It builds on the "in medias res" framework and more specifically on a forward-oriented approach to design for learning: one that takes a pro-active design…
Descriptors: Foreign Countries, Instructional Design, Technology Integration, Social Networks
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Lim, Cher Ping; Yan, Hanbing; Xiong, Xibei – Educational Media International, 2015
This paper examines how the design and implementation of a core teacher education course develops pre-service teachers' information communication technology (ICT) in education competencies in a mainland Chinese university. This course adopted a four-component instructional design system to develop its curriculum, incorporated an inquiry-based…
Descriptors: Foreign Countries, Preservice Teachers, Competence, Preservice Teacher Education
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Goh, WeiWei; Dexter, Barbara; Self, Richard – International Journal on E-Learning, 2014
The main purpose of this paper is to present a conceptual model for the use of web 2.0 online technologies in order to develop and enhance students' critical thinking skills at higher education level. Wiki is chosen as the main focus in this paper. The model integrates Salmon's 5-stage model (Salmon, 2002) with Garrison's Community of Inquiry…
Descriptors: Models, Web 2.0 Technologies, Critical Thinking, Thinking Skills
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Istance, David; Kools, Marco – European Journal of Education, 2013
This article presents in summary a selection of the work conducted by OECD in the field of technology and education, which has been an on-going focus of OECD work since the 1980s. Recently, much of this has been under the heading of "New Millennium Learners", but it has also included the widening of student achievement surveys towards…
Descriptors: Educational Technology, Holistic Approach, Instructional Innovation, Information Technology
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Bradshaw, Peter; Younie, Sarah; Jones, Sarah – Campus-Wide Information Systems, 2013
Purpose: This paper aims to report on an externally-funded project and forms part of its dissemination. Design/methodology/approach: The objectives are achieved through a theoretical framing of the project and an alignment of these with the contexts for the project--namely the Professional Standards Framework of the HEA, its use in postgraduate…
Descriptors: Foreign Countries, Open Source Technology, Program Descriptions, Teacher Education Curriculum
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Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
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Laru, Jari; Naykki, Piia; Jarvela, Sanna – Internet and Higher Education, 2012
In this single-case study, small groups of learners were supported by use of multiple social software tools and face-to-face activities in the context of higher education. The aim of the study was to explore how designed learning activities contribute to students' learning outcomes by studying probabilistic dependencies between the variables.…
Descriptors: Web Sites, Electronic Publishing, Cooperative Learning, Group Activities
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Liu, Xiaojing; Liu, Shijuan; Lee, Seung-hee; Magjuka, Richard J. – Educational Technology & Society, 2010
This article reports the findings of a case study that investigated the perceptions of international students regarding the impact of cultural differences on their learning experiences in an online MBA program. The study also revealed that online instructors need to design courses in such a way as to remove potential cultural barriers, including…
Descriptors: Electronic Learning, Foreign Students, Online Courses, Cultural Differences
Johri, Aditya – Research in Learning Technology, 2011
Although the use of digital information technologies in education has become commonplace, there are few, if any, central guiding frameworks or theories that explicate the relationship between technology and learning practices. In this paper, I argue that such a theoretical framework can assist scholars and practitioners alike by working as a…
Descriptors: Information Technology, Educational Technology, Informal Education, Case Studies
Lauwers, Tom – ProQuest LLC, 2010
This thesis is about a design process for creating "educationally relevant" tools. I submit that the key to creating tools that are educationally relevant is to focus on ensuring a high degree of alignment between the designed tool and the broader educational context into which the tool will be integrated. The thesis presents methods and processes…
Descriptors: Computer Science Education, Alignment (Education), Educational Technology, Instructional Design
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