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Machajewski, Szymon – Online Submission, 2017
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population…
Descriptors: Integrated Learning Systems, Educational Technology, Technology Uses in Education, Educational Games
Johnson, L.; Adams Becker, S.; Estrada, V.; Freeman, A. – New Media Consortium, 2014
"The NMC Horizon Report" series is the most visible outcome of the New Media Consortium (NMC) Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within every sector of education in some 65…
Descriptors: Technology Uses in Education, Educational Technology, Elementary Secondary Education, Technological Advancement
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Helfet, Jon – Electronic Library, 1996
Discusses library archival information as an essential element in librarians ability to establish themselves as competitive providers of information; describes problems with conventional archive storage methods; recommends recordable CD-ROMs for an electronic archiving media; and gives an example of document management software used with…
Descriptors: Archives, Competition, Computer Software, Information Storage
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers