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Showing 1 to 15 of 24 results Save | Export
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Bin Jing; Jinrong Liu; Xue Gong; Yangli Zhang; Haojie Wang; Changcheng Wu – Interactive Learning Environments, 2024
An increasing number of MOOCs use learning videos featuring an instructor and slides, but there are few specific guidelines for the design of instructor images for these videos. A pedagogical agent (PA) is a kind of virtual instructor image in a learning video, and its image design is mostly guided by anthropomorphism. Our research attempts to…
Descriptors: Video Technology, Educational Technology, MOOCs, Imagery
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Benmarrakchi, FatimaEzzahra; El Kafi, Jamal; Elhore, Ali; Haie, Sara – Education and Information Technologies, 2017
Dyslexia is one of the most common learning disabilities. It is described as a disorder manifested by difficulty in learning to read despite conventional instruction, adequate intelligence, and sociocultural opportunity. It affects relatively about 7-10% of the population across most languages and cultures. In this study, we explore the potential…
Descriptors: Dyslexia, Cognitive Style, Program Effectiveness, Educational Technology
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Mehrpour, Saeed; Ghayour, Maaedeh – Reading Matrix: An International Online Journal, 2017
The present study investigated the effects of educational computerized games on learning English spelling among Iranian children. In doing so, 66 young Iranian English learners with the average age of 9.5, attending the children's branch of Iran Language Institute (ILI), the most well-established state-run language teaching institute in Iran,…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Educational Games
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Bahatheg, Raja Omar – International Education Studies, 2015
This research tries to investigate the technical contribution on improving the social interaction of hearing-impaired children from low income families in Saudi Arabia. It compares the social interaction skills of hearing-impaired children who do and do not have access to iPads. To achieve the goals of the study; seventeen children aged five years…
Descriptors: Handheld Devices, Educational Technology, Hearing Impairments, Foreign Countries
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Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
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Fisch, Shalom M. – New Directions for Child and Adolescent Development, 2013
It is increasingly common for an educational media project to span several media platforms (e.g., TV, Web, hands-on materials), assuming that the benefits of learning from multiple media extend beyond those gained from one medium alone. Yet research typically has investigated learning from a single medium in isolation. This paper reviews several…
Descriptors: Educational Media, Multimedia Materials, Educational Technology, Comparative Analysis
Perin, Dolores, Ed. – John Wiley & Sons, Inc, 2019
This handbook presents a wide range of research on adults who have low literacy skills. It looks at the cognitive, affective, and motivational factors underlying adult literacy; adult literacy in different countries; and the educational approaches being taken to help improve adults' literacy skills. It includes not only adults enrolled in adult…
Descriptors: Guides, Adult Literacy, Reading Difficulties, Literacy Education
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Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
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Tai, Sophie; Chen, Hao-Jan – Research-publishing.net, 2015
Computer-Assisted Language Learning (CALL) has gained increasing acceptance since it provides learners with abundant resources. Most researches confirm the beneficial effect of CALL on English as a Foreign Language (EFL) learners' cognitive, metacognitive, and affective developments. However, the diversity of students' intelligence is associated…
Descriptors: Computer Assisted Instruction, Educational Technology, Adolescents, Academically Gifted
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Kim, Paul; Buckner, Elizabeth; Kim, Hyunkyung; Makany, Tamas; Taleja, Neha; Parikh, Vallabhi – International Journal of Educational Development, 2012
This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no…
Descriptors: Foreign Countries, Electronic Learning, Educational Development, Educational Technology
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Gilboa, Yafit; Rosenblum, Sara; Fattal-Valevski, Aviva; Toledano-Alhadef, Hagit; Rizzo, Albert; Josman, Naomi – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The objectives of this study were to describe the nature of the attention deficits in children with Neurofibromatosis type 1 (NF1) in comparison with typically developing (TD) children, using the Virtual Classroom (VC), and to assess the utility of this instrument for detecting attention deficits. Twenty-nine NF1 children and 25 age-and…
Descriptors: Reaction Time, Attention Deficit Hyperactivity Disorder, Rating Scales, Virtual Classrooms
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Ruchter, Markus; Klar, Bernhard; Geiger, Werner – Computers & Education, 2010
Environmental education and computers? That was traditionally seen as an antagonism. But environmental educators who compete for attention and face new challenges in an age of mobile devices, have begun to explore the opportunities that mobile computers may offer in supporting environmental learning experiences. This study investigates the impact…
Descriptors: Environmental Education, Comparative Analysis, Computers, Experiments
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Kirshner, Sharon; Weiss, Patrice L.; Tirosh, Emanuel – European Journal of Special Needs Education, 2011
Virtual reality (VR) technology enables evaluation and practice of specific skills in a motivating, user-friendly and safe way. The implementation of virtual game environments within clinical settings has increased substantially in recent years. However, the psychometric properties and feasibility of many applications have not been fully…
Descriptors: Video Technology, Feedback (Response), Computer Simulation, Cerebral Palsy
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Jones, Ann – Journal of Interactive Media in Education, 2010
This paper focuses on some of the author's research studies over the past thirty years and places these in a wider context to reflect on research into affective issues in learning technologies over this period, and to consider whether and how the issues uncovered by research have changed as technologies have developed over time. Three issues are…
Descriptors: Student Attitudes, Adult Learning, Adult Students, Educational Technology
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Peeters, Marieke; de Moor, Jan; Verhoeven, Ludo – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The goal of the present study was to get an overview of the emergent literacy activities, instructional adaptations and school absence of children with cerebral palsy (CP) compared to normally developing peers. The results showed that there were differences between the groups regarding the amount of emergent literacy instruction. While time…
Descriptors: Cerebral Palsy, Emergent Literacy, Children, Special Education
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