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Shvarts, Anna; van Helden, Gitte – Mathematical Thinking and Learning: An International Journal, 2023
Educational technologies develop quickly. Which functions of face-to-face education can be substituted by technology for distance learning? One of the risks of online education is the lack of embodied interactions. We investigate what embodied interactive technologies might offer for teaching trigonometry when learning at a distance. In a multiple…
Descriptors: Graphs, Sensory Integration, Psychomotor Skills, Distance Education
Fronza, Ilenia; Corral, Luis; Pahl, Claus – Journal of Information Technology Education: Research, 2020
Aim/Purpose: This work aims to introduce and evaluate an instructional strategy that aids end-users with developing their software products during intensive project-based events. Background: End-users produce software in the labor market, and one of the challenges for End-User Software Engineering (EUSE) is the need to create functional software…
Descriptors: Teaching Methods, Computer Software, Computer Science Education, Student Projects
Saritepeci, Mustafa; Duran, Ali; Ermis, Ugur Ferhat – Education and Information Technologies, 2019
This study has sought to reveal perceptions towards the employment of WhatsApp in foreign language learning, especially preparing for a national academic language exam. In this sense, this study is supposed to make contribution to employing WhatsApp in educational contexts. This study, designed as a case study, is to investigate the pros and cons…
Descriptors: Content Analysis, Computer Software, Second Language Instruction, Second Language Learning
Nadeem, Nahla Helmy – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Student engagement is a multidimensional construct that includes four distinct, though interrelated, aspects: behavioral, emotional, agentive, and cognitive engagement. The present study investigates students' perceptions about the impact of Padlet as a learning and assessment tool on the four aspects of class engagement. Padlet is a virtual wall…
Descriptors: Student Attitudes, Case Studies, Learning Processes, Computer Simulation
Looi, Chee-Kit; Sun, Daner; Kim, Mi Song; Wen, Yun – Research in Science & Technological Education, 2018
Background and purpose: To date, there has been little research on the Teacher Professional Development (TPD) for delivering a mobile technology-supported science curriculum. To address this, a TPD model for a science curriculum supported by mobile technology was developed and evaluated in this paper. The study reported focuses on the…
Descriptors: Faculty Development, Telecommunications, Educational Technology, Handheld Devices
Henderson-Rosser, Aleigha; Sauers, Nicholas J. – Computers in the Schools, 2017
This study examined the impact of a one-to-one iPad program on inquiry-based instruction (IBI) in an all-girls science, technology, engineering, and mathematics-focused school with 99% African American students. Case study research was used and included three teachers at the school for the purpose of this study. Data collection included pre- and…
Descriptors: Active Learning, Inquiry, Access to Computers, Handheld Devices
Owens-Hartman, Amy R. – ProQuest LLC, 2015
The purpose of this case study was to examine student technology choices when given the freedom to choose technology devices to complete a project-based learning activity in a content area of study. The study also analyzed factors affecting technology choice as well as how technology proficiency scores aligned to technology choices. Patterns and…
Descriptors: High School Students, Technology Uses in Education, Preferences, Case Studies
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
Debiec, Piotr – IEEE Transactions on Education, 2018
In the Internet era, students have increasingly lost interest in traditional lectures; as a consequence, their learning motivation and exam performance have decreased. The widespread adoption of learner-centered teaching methods that address this issue faces certain barriers, including: 1) the significant faculty effort necessary to prepare…
Descriptors: Student Centered Learning, Teaching Methods, Electronic Learning, Computer Mediated Communication
Knauf, Helen – Early Years: An International Journal of Research and Development, 2016
The study presented in this article examines mediatization processes in an American kindergarten. The kindergarten is considered as a social world in which forms of communication, as well as the identities of those involved (children, teachers, parents), evolve through the use of digital technologies. The relationships between the different…
Descriptors: Kindergarten, Social Media, Interpersonal Communication, Stakeholders
Ogata, Hiroaki; Hou, Bin; Li, Mengmeng; Uosaki, Noriko; Mouri, Kosuke; Liu, Songran – Educational Technology & Society, 2014
A Ubiquitous Learning Log (ULL) is defined as a digital record of what a learner has learned in daily life using ubiquitous computing technologies. In this paper, a project which developed a system called SCROLL (System for Capturing and Reusing Of Learning Log) is presented. The aim of developing SCROLL is to help learners record, organize,…
Descriptors: Electronic Publishing, Diaries, Educational Technology, Case Studies
Gomez, Jorge E.; Huete, Juan F.; Hernandez, Velssy L. – IEEE Transactions on Learning Technologies, 2016
The dynamics of the world today demands a change in traditional education paradigms to enable the creation of more efficient learning environments, where students will learn more effectively and will play a more active role in their education. They should interact with the knowledge at anytime-anywhere. In order to tackle this problem we should…
Descriptors: Active Learning, Telecommunications, Handheld Devices, Intelligent Tutoring Systems
Norris, Cathleen A.; Soloway, Elliot; Tan, Chun Ming; Looi, Chee Kit; Hossain, Akhlaq – International Association for Development of the Information Society, 2013
In this project report, we describe the role that a 1:1 smartphone deployment played in transforming the education of P3 (primary 3/grade 3) students (350+) from a didactic/direction instruction pedagogy to an inquiry pedagogy. Based on the students' test scores--Not only did the students learn the prescribed content, but they also developed 21st…
Descriptors: Elementary Schools, Educational Change, Handheld Devices, Telecommunications
Dietz, John R.; Stevenson, Frazier T. – Advances in Physiology Education, 2011
In this article, the authors describe an active learning exercise which has been used to replace some lecture hours in the renal portion of an integrated, organ system-based curriculum for first-year medical students. The exercise takes place in a large auditorium with ~150 students. The authors, who are faculty members, lead the discussions,…
Descriptors: Medical Students, Active Learning, Faculty, Medical Education
Steeg, Susanna M.; Costley, Kristin; Engelman, Karin; Gonzalez, Denise; Knutson, Victoria; Maroni, Kathy – Research in the Schools, 2013
Educational contexts that support the complexity of in-service teacher learning around the purposeful use of technology are scarce. This qualitative case study describes a Literacy Enrichment Camp offered for traditionally marginalized elementary-aged children. Within camp, 5 teachers and 1 instructor prioritized their own and students'…
Descriptors: Handheld Devices, Technology Uses in Education, Educational Technology, Inquiry
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