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Bowen, Kyle; Thomas, Andrea – Change: The Magazine of Higher Learning, 2014
Digital Badges--icons that can represent skills and achievements at a more fine-grained level than a degree--give colleges and universities a new way to document learning outcomes and to map the pathways students follow to earn a degree. They also provide a common currency to denote learning outcomes and give employers a visual representation and…
Descriptors: Higher Education, College Students, Computer Oriented Programs, Educational Technology
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Morgan, Kelly; Brooks, David W. – Journal of Science Education and Technology, 2012
The process of designing an experiment is a difficult one. Students often struggle to perform such tasks as the design process places a large cognitive load on students. Scaffolding is the process of providing support for a student to allow them to complete tasks they would otherwise not have been able to complete. This study sought to investigate…
Descriptors: Research Design, Computer Oriented Programs, Chemistry, Computers
Clegg, Tamara; Ahn, June; Yip, Jason C.; Bonsignore, Elizabeth; Pauw, Daniel – Educational Technology, 2016
This article provides an overview of several studies in which the authors draw on social media, storytelling, and mobile apps to help children playfully develop their own approaches to science. The authors detail their efforts to strike a balance between the structure needed to promote science learning and the flexibility needed to nurture…
Descriptors: Educational Technology, Social Media, Story Telling, Computer Oriented Programs
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Diliberto-Macaluso, Kristen; Hughes, Alan – Teaching of Psychology, 2016
The current study examined the impact of mobile applications or apps on student learning in an introduction to psychology course. Students were assigned to complete a learner-centered worksheet activity on the brain and central nervous system using either an interactive 3-D Brain app or their online course textbook. We measured student learning…
Descriptors: Telecommunications, Computer Oriented Programs, Handheld Devices, Introductory Courses
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Morris, N.P.; Lambe, J.; Ciccone, J.; Swinnerton, B. – Journal of Computer Assisted Learning, 2016
Technology-enhanced learning is expanding rapidly because of research showing the benefits for learners in terms of engagement, convenience, attainment and enjoyment. Mobile learning approaches are also gaining in popularity, particularly during practical classes and clinical settings. However, there are few systematic studies evaluating the…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Becker, Emily Ann; Watry-Christian, Meghan; Simmons, Amanda; Van Eperen, Ashleigh – Journal of Occupational Therapy, Schools & Early Intervention, 2016
This review explores the evidence in support of using video modeling for teaching children with autism. The process of implementing video modeling, the use of various perspectives, and a wide range of target skills are addressed. Additionally, several helpful clinician resources including handheld device applications, books, and websites are…
Descriptors: Occupational Therapy, Modeling (Psychology), Video Technology, Children
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Frydenberg, Mark – Information Systems Education Journal, 2016
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
Descriptors: Games, Design, Programming, Teaching Methods
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Delgado-Cepeda, Francisco Javier – Athens Journal of Education, 2016
This work summarizes the didactic design and introductory outcomes in an educative program, involving six math and physics university courses for engineers, based on the use and construction of widgets. Widgets were generated under Project Oriented Learning and blended learning methodologies. In the program, widgets previously generated by…
Descriptors: Blended Learning, College Mathematics, College Science, Physics
Catenazzi, Nadia; Sommaruga, Lorenzo; De Angelis, Kylene; Gabbianelli, Giulio – International Association for Development of the Information Society, 2016
Within the C95-Challenge Erasmus+ project, mobile learning technologies are adopted and tested for bus and truck drivers training according to the EU 2003/59/EC Directive. Different kinds of training contents are developed in the form of interactive slides, hyper-videos, interactive quizzes and delivered on mobile devices. Existing apps and games…
Descriptors: Electronic Learning, Driver Education, Computer Oriented Programs, Multimedia Instruction
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Madnani, Nitin; Burstein, Jill; Sabatini, John; Biggers, Kietha; Andreyev, Slava – Grantee Submission, 2016
Current education standards in the U.S. require school students to read and understand complex texts from different subject areas (e.g., social studies). However, such texts usually contain figurative language, complex phrases and sentences, as well as unfamiliar discourse relations. This may present an obstacle to students whose native language…
Descriptors: English Language Learners, Reading Instruction, Natural Language Processing, Learning Activities
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Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
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Cherner, Todd; Curry, Kristal – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2017
Instructional technology has become a crucial component of public education. Reflected in the college and career-ready standards being implemented across the United States, an emphasis has been placed on preparing students with both the literacy and technology skills needed to succeed in postsecondary education and the workforce. Though a growing…
Descriptors: Case Studies, Preservice Teachers, Educational Technology, Use Studies
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Tucker, Stephen I.; Lommatsch, Christina W.; Moyer-Packenham, Patricia S.; Anderson-Pence, Katie L.; Symanzik, Jürgen – International Journal of Research in Education and Science, 2017
The purpose of this study was to examine patterns of mathematical practices evident during children's interactions with touchscreen mathematics virtual manipulatives. Researchers analyzed 33 Kindergarten children's interactions during activities involving apps featuring mathematical content of early number sense or quantity in base ten, recorded…
Descriptors: Kindergarten, Teaching Methods, Manipulative Materials, Educational Technology
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Canning, Natalie; Payler, Jane; Horsley, Karen; Gomez, Chris – International Journal of Early Years Education, 2017
This study explores children's narratives of their curiosity and imagination through innovative use of an information technology app--Our Story. Novel use of the app allowed children to express and record their opinions they considered significant to them. The research captured children's approaches to everyday situations through their play.…
Descriptors: Teaching Methods, Computer Oriented Programs, Educational Technology, Technology Uses in Education
Westhuizen, Duan vd – Commonwealth of Learning, 2016
This work starts with a brief overview of education in developing countries, to contextualise the use of the guidelines. Although this document is intended to be a practical tool, it is necessary to include some theoretical analysis of the concept of online assessment. This is given in Sections 3 and 4, together with the identification and…
Descriptors: Guidelines, Student Evaluation, Computer Assisted Testing, Evaluation Methods
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