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Guiné, Raquel P. F.; Costa, Daniela V. T. A; Correia, Paula M. R.; Costa, Cristina A.; Correia, Helena E.; Castro, Moises; Guerra, Luis T.; Seeds, Catherine; Coll, Collette; Radics, Laszlo; Arslan, Meahmet; Soylu, Soner; Tothova, Monika; Toth, Peter; Basile, Salvatore – International Journal of Information and Learning Technology, 2016
Purpose: The purpose of this paper is to obtain information to characterize potential trainees seeking training programs about organic farming in the form of mobile learning. This information is expected to allow for establishing a set of guidelines to design mobile training opportunities that could match the potential clients' wishes.…
Descriptors: Agricultural Education, Telecommunications, Handheld Devices, Computer Assisted Instruction
Curtis, Michael T.; DiazGranados, Deborah; Feldman, Moshe – Journal of Continuing Education in the Health Professions, 2012
Use of simulation-based training is fast becoming a vital source of experiential learning in medical education. Although simulation is a common tool for undergraduate and graduate medical education curricula, the utilization of simulation in continuing medical education (CME) is still an area of growth. As more CME programs turn to simulation to…
Descriptors: Human Factors Engineering, Fidelity, Experiential Learning, Guidelines
Mueller, Daniel; Strohmeier, Stefan – Computers & Education, 2011
Virtual learning environments constitute current information systems' category for electronically supported training and development in (higher) education(al) and vocational training settings. Frequently expected advantages of using virtual learning environments refer, for instance, to the efficiency, individuality, ubiquity, timeliness and…
Descriptors: Vocational Education, Instructional Design, Literature Reviews, Educational Research
van der Spek, Erik D.; Wouters, Pieter; van Oostendorp, Herre – British Journal of Educational Technology, 2011
Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games, and although early findings do point to a moderately positive direction, even less is known about why some games succeed in effectively educating while others do…
Descriptors: Design Requirements, Instructional Design, Crisis Management, Guidelines
Seagull, F. Jacob – Journal of Continuing Education in the Health Professions, 2012
Human factors (HF) is a discipline often drawn upon when there is a need to train people to perform complex, high-stakes tasks and effectively assess their performance. Complex tasks often present unique challenges for training and assessment. HF has developed specialized techniques that have been effective in overcoming several of these…
Descriptors: Medical Education, Professional Continuing Education, Training Methods, Guidelines
Fiorella, Logan; Vogel-Walcutt, Jennifer J.; Schatz, Sae – Educational Technology Research and Development, 2012
Effectively presenting complex material is a crucial component of instructional design within simulation-based training (SBT) environments. One approach to facilitate the acquisition of higher-order knowledge is to embed instructional strategies within the systems themselves. Currently, however, there are few established guidelines to inform…
Descriptors: Feedback (Response), Instructional Design, Thinking Skills, Decision Making
Rosen, Michael A.; Hunt, Elizabeth A.; Pronovost, Peter J.; Federowicz, Molly A.; Weaver, Sallie J. – Journal of Continuing Education in the Health Professions, 2012
Introduction: Education in the health sciences increasingly relies on simulation-based training strategies to provide safe, structured, engaging, and effective practice opportunities. While this frequently occurs within a simulation center, in situ simulations occur within an actual clinical environment. This blending of learning and work…
Descriptors: Evidence, Best Practices, Program Development, Work Environment
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
Lai, Horng-Ji – Australasian Journal of Educational Technology, 2010
The purpose of this study was to explore secondary school teachers' perceptions of interactive whiteboard (IWB) training workshops in Taiwan. This study also sought to identify potential problems associated with the design of IWB training workshops in order to improve their effectiveness. This research employed observations and interviews to…
Descriptors: Foreign Countries, Learning Theories, Junior High Schools, Adult Learning
Lehman, Carol M.; DuFrene, Debbie D.; Lehman, Mark W. – Business Communication Quarterly, 2010
The millennial generation embraces new technologies as a natural way of accessing and exchanging information, staying connected, and having fun. YouTube, a video-sharing site that allows users to upload, view, and share video clips, is among the latest "cool" technologies for enjoying quick laughs, employing a wide variety of corporate activities,…
Descriptors: Class Activities, Critical Thinking, Ethics, Video Technology

Vazquez-Abad, Jesus; LaFleur, Marc – Computers and Education, 1990
Reviews criticisms of the use of drill and practice programs in educational computing and describes potentials for its use in instruction. Topics discussed include guidelines for developing computer-based drill and practice; scripted training courseware; item format design; item bank design; and a performance-responsive algorithm for item…
Descriptors: Algorithms, Computer Assisted Instruction, Courseware, Drills (Practice)

Milheim, William D. – British Journal of Educational Technology, 1993
Provides a summary of research on the effectiveness of animation in computer-assisted learning, suggests guidelines and strategies for implementing animation for specific materials in both educational and training environments to assist instructional designers and developers, and includes examples for the strategies. (Contains 17 references.) (LRW)
Descriptors: Animation, Computer Assisted Instruction, Courseware, Guidelines
Powell, Gary C. – Educational Technology, 2000
Discusses Web-based training for corporations and offers guidelines to help determine whether an organization is ready for this use of technology. Considers the organizational culture, size, characteristics of learners, content complexity, technical infrastructure, just-in-time or anytime training needs, and support available. (LRW)
Descriptors: Appropriate Technology, Computer Assisted Instruction, Content Analysis, Guidelines

Smith, Sean – Journal of Special Education Technology, 2000
This article describes the development of a distance learning delivery course at the University of Kentucky that focuses on instructional technology, instructional design, and telecommunications. The components of the course and the availability of the course over the Internet is discussed, along with guidelines for training programs. (Contains…
Descriptors: Computer Assisted Instruction, Course Content, Disabilities, Distance Education

Freeman, Gretchen; Clement, Russell – Electronic Library, 1989
Identifies and discusses seven critical issues in the implementation and maintenance of a library automation staff training program: timing, a modular learning approach, training location, trainers, documentation, lesson reinforcement, and continuity. An appendix describes some of the options available for computer assisted training programs.…
Descriptors: Check Lists, Computer Assisted Instruction, Guidelines, Learning Modules
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