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Tina Zorrilla Rivera – ProQuest LLC, 2022
School Wide Positive Behavior Intervention and Supports is a framework by which schools can assess and develop a system of preventative strategies to decrease the likelihood of problematic behaviors. SWPBIS provides for a three tiered system of interventions with increasing supports and complexity to meet students' needs at each level. CICO was…
Descriptors: Productivity, Distance Education, Computer Mediated Communication, Virtual Classrooms
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Munoz-Cristobal, Juan A.; Asensio-Perez, Juan I.; Martinez-Mones, Alejandra; Prieto, Luis P.; Jorrin-Abellan, Ivan M.; Dimitriadis, Yannis – IEEE Transactions on Learning Technologies, 2018
Technology offers rich opportunities for learning across different physical and virtual spaces. However, most of current across-spaces proposals are either highly teacher-centered, inflexible in the students' self-management of learning artifacts during the enactment, or allow the teacher little/no control of such students' management of…
Descriptors: Computer Uses in Education, Technology Integration, Pilot Projects, Electronic Learning
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Wang, Jiechen; Ni, Haochen; Rui, Yikang; Cui, Can; Cheng, Liang – British Journal of Educational Technology, 2016
Field practice is an important part of training geography research talents. However, traditional teaching methods may not adequately manage, share and implement instruction resources and thus may limit the instructor's ability to conduct field instruction. A possible answer is found in the rapid development of computer-assisted instruction (CAI),…
Descriptors: Geography, Geography Instruction, Teaching Methods, Computer Assisted Instruction
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Savin-Baden, Maggi – London Review of Education, 2013
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff…
Descriptors: Program Effectiveness, Teacher Attitudes, Cues, Information Technology
Boyer, David Matthew – ProQuest LLC, 2011
This study examines player activity in a game-based virtual learning environment as a means toward evaluating instructional and game design. By determining the goals embedded in project development and the availability and structure of in-game activities, the first part of this research highlights opportunities for players to engage with learning…
Descriptors: Formative Evaluation, Educational Environment, Internet, Learner Engagement
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Gros, Begona; Garcia, Iolanda; Escofet, Anna – International Review of Research in Open and Distance Learning, 2012
In the last decade, an important debate about the characteristics of today's students has arisen due to their intensive experience as users of ICT. The main belief is that frequent use of technologies in everyday life implies competent users able to transfer their digital skills to learning activities. However, empirical studies developed in…
Descriptors: Student Attitudes, Teaching Methods, Virtual Universities, Computer Use
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Butcher, Neil; Moore, Andrew; Hoosen, Sarah – Journal of Learning for Development, 2014
There is growing interest about the concept of Open Educational Resources (OER) and how it can transform education around the world, with governments exploring the potential of OER and considering policy positions supportive of open licensing. The urgent imperative--and the real transformational potential of OER--is to evolve new systems of…
Descriptors: Resource Units, Computer Uses in Education, Shared Resources and Services, Multimedia Materials
Aji, Sandeep – Educational Technology, 2016
One of the most explosive areas of growth in the field of higher education is currently in emerging international markets. In developing nations, lack of access to high-quality teachers and educational materials is often the key obstacle preventing students from gaining the skills and knowledge they need to pursue new opportunities and advance in…
Descriptors: Higher Education, Video Technology, Teaching Methods, Technology Uses in Education
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Grillon, Christian; Alvarez, Ruben P.; Johnson, Linda; Chavis, Chanen – Learning & Memory, 2008
Renewal of an extinguished conditioned response has been demonstrated in humans and in animals using various types of procedures, except renewal of motor learning such as eyeblink conditioning. We tested renewal of delay and trace eyeblink conditioning in a virtual environment in an ABA design. Following acquisition in one context (A, e.g., an…
Descriptors: Conditioning, Responses, Eye Movements, Motor Reactions
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Demski, Jennifer – T.H.E. Journal, 2010
Ten years into the new century, people are still trying to find the web 2.0 tools that best facilitate collaboration--one of the fundamentals of 21st century learning. As the number of tools continues to grow, and fuzzy terms like "cloud computing," "hashtags," and "synchronous live platforms" are introduced into the lexicon daily, even the most…
Descriptors: Cooperation, Virtual Classrooms, Educational Environment, Educational Technology
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Jorn, Linda; Whiteside, Aimee; Duin, Ann Hill – EDUCAUSE Review, 2009
In the past several years, a series of influential conversations has elevated the importance of place, of space, of design principles, and of learning in the evolving IT infrastructure of higher education. Today, the impact of emerging technologies, diverse learners, strategic campus issues, new course design methods, and recent findings in…
Descriptors: Higher Education, Cooperative Planning, Holistic Approach, Information Technology
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Kalyuga, Slava – Educational Psychology Review, 2007
This concluding paper summarizes the main points and recommendations of the previous papers in this Special issue within a conceptual framework of cognitive load theory. Design of efficient interactive learning environments should take into account main features and limitations of our cognitive architecture. The paper provides a brief overview of…
Descriptors: Architecture, Educational Theories, Cognitive Ability, Interaction
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Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
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Yang, Zongkai; Liu, Qingtang – Computers and Education, 2007
To build a web-based virtual learning environment depends on information technologies, concerns technology supporting learning methods and theories. A web-based virtual online classroom is designed and developed based on learning theories and streaming media technologies. And it is composed of two parts: instructional communicating environment…
Descriptors: Virtual Classrooms, Research and Development, Learning Theories, Educational Environment
Fadzil, Azman – Online Submission, 2006
At present, the development of Virtual Reality (VR) technology is expanding due to the importance and needs to use the 3D elements and 360 degrees panorama in expressing a clearer picture to consumers in various fields such as education, military, medicine, entertainment and so on. The web based VR kiosk project in Darulaman's Teacher Training…
Descriptors: Internet, Computer Simulation, Information Technology, Web Based Instruction
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