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Showing 1 to 15 of 57 results Save | Export
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Krouska, Akrivi; Troussas, Christos; Virvou, Maria – Journal of Computer Assisted Learning, 2019
Social networks have intruded in human life by providing new technological innovations in a range of fields, including the education. The use of social networks in education has the potential to extend e-learning and to introduce new forms of tutoring, communication, and collaboration between students and instructors. Thus, e-learning is the…
Descriptors: Social Networks, Guidelines, Electronic Learning, Teacher Student Relationship
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Tuedor, Marian; Franco, Fabia; White, Anthony; Smith, Serengul; Adams, Ray – International Journal of Disability, Development and Education, 2019
Multimedia computer programmes have been found to facilitate learning in children with Autistic Spectrum Disorders (ASD). However, the effectiveness of these resources is limited due to poor design or a lack of consideration of the ASD cognitive profile, particularly at the lower functioning end of the spectrum. This article attempts to tackle the…
Descriptors: Testing, Literacy, Children, Autism
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Neumann, Michelle M.; Wang, Yuping; Qi, Grace Yue; Neumann, David L. – Journal of Interactive Learning Research, 2019
Touch screen tablets such as iPads are becoming increasingly popular as educational tools to support children's first language learning in pre-schools. Apps can also be used to support early learning of a second language in English-speaking countries. However, little work has been done to evaluate these apps. The present research developed…
Descriptors: Mandarin Chinese, Cultural Awareness, Computer Software, Second Language Learning
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Sampson, D. G.; Zervas, P.; Chloros, G. – IEEE Transactions on Learning Technologies, 2012
A number of international initiatives, such as the Open Educational Resources initiative, have recognized the potential value of sharing and reusing digital resources among educational communities. As a result, organizing, offering, and accessing these resources over the web have been key issues for both the research and the educational community.…
Descriptors: Metadata, Profiles, Resource Units, Electronic Learning
Educational Testing Service, 2011
Choosing whether to test via computer is the most difficult and consequential decision the designers of a testing program can make. The decision is difficult because of the wide range of choices available. Designers can choose where and how often the test is made available, how the test items look and function, how those items are combined into…
Descriptors: Test Items, Testing Programs, Testing, Computer Assisted Testing
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Babu, Rakesh; Singh, Rahul – Journal of Information Technology Education: Research, 2013
This paper presents a novel task-oriented, user-centered, multi-method evaluation (TUME) technique and shows how it is useful in providing a more complete, practical and solution-oriented assessment of the accessibility and usability of Learning Management Systems (LMS) for blind and visually impaired (BVI) students. Novel components of TUME…
Descriptors: Integrated Learning Systems, Blindness, Visual Impairments, Accessibility (for Disabled)
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Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
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Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2013
Using 3D virtual environments for educational purposes is becoming attractive because of their rich presentation and interaction capabilities. Furthermore, dynamically adapting the 3D virtual environment to the personal preferences, prior knowledge, skills and competence, learning goals, and the personal or (social) context in which the learning…
Descriptors: Educational Environment, Usability, Virtual Classrooms, Electronic Learning
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McKenna, Gary F.; Stansfield, Mark H. – International Journal of Virtual and Personal Learning Environments, 2012
The purpose of this paper is to develop e-portfolio evaluation criteria which will be used to review the Blackboard LMS e-portfolio being used at one Higher Education (HE) institution in the UK as evaluation criteria for reviewing e-portfolio provision does not exist in the literature. The approach taken was to initiate a wide literature search…
Descriptors: Evaluation Criteria, Electronic Publishing, Portfolios (Background Materials), Portfolio Assessment
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Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre – Educational Technology Research and Development, 2011
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…
Descriptors: Knowledge Representation, Evaluation Methods, Measurement Techniques, Guidelines
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Celik, Serkan – Turkish Online Journal of Distance Education, 2012
Revolutionary advancements have been observed in e-learning technologies though an amalgamated evaluation methodology for new generation e-learning content development tools is not available. The evaluation of educational software for online use must consider its usability and as well as its pedagogic effectiveness. This study is a first step…
Descriptors: Foreign Countries, Electronic Learning, Computer Software, Computer Software Evaluation
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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
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Selverian, Melissa E. Markaridian; Lombard, Matthew – Themes in Science and Technology Education, 2009
A thorough review of the research relating to Human-Computer Interface (HCI) form and content factors in the education, communication and computer science disciplines reveals strong associations of meaningful perceptual "illusions" with enhanced learning and satisfaction in the evolving classroom. Specifically, associations emerge…
Descriptors: Virtual Classrooms, Computer Interfaces, Human Factors Engineering, Educational Objectives
Phillips, Rob; McNaught, Carmel; Kennedy, Gregor – Routledge, Taylor & Francis Group, 2011
How can the average educator who teaches online, without experience in evaluating emerging technologies, build on what is successful and modify what is not? Written for educators who feel ill-prepared when required to evaluate e-learning initiatives, "Evaluating e-Learning" offers step-by-step guidance for conducting an evaluation plan of…
Descriptors: Electronic Learning, Educational Research, Online Courses, Web Based Instruction
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Garretson, Gregory – International Journal of English Studies, 2008
This article presents a series of guidelines both for researchers in search of software to be used in linguistic analysis and for programmers designing such software. A description of the intended audience and the types of software under consideration and a review of some relevant literature are followed by a discussion of several important…
Descriptors: Computer Software, Guidelines, Applied Linguistics, Computational Linguistics
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