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Loïs Vanhée; Karin Danielsson; Lena Enqvist; Kalle Grill; Melania Borit – European Journal of Education, 2024
Whereas hackathons are widespread within and outside academia and have been argued to be a valid pedagogical method for teaching interdisciplinarity, no detailed frameworks or methods are available for conceptualizing and organizing educational hackathons, i.e., hackathons dedicated to best achieving pedagogic objectives. This paper is dedicated…
Descriptors: Interdisciplinary Approach, Learning Activities, Programming, Computer Security
Timothy P. Negron – ProQuest LLC, 2022
Classroom management has many challenges, but when the class is held in a computer lab, even more challenges surface. The obstruction of the line-of-sight between the instructor and the students makes it difficult to monitor student behavior, attention, facial expressions or other non-verbal cues. Also, while the computer is a powerful machine,…
Descriptors: Attention, Educational Environment, Computers, Classroom Techniques
Thomas Conmy – ProQuest LLC, 2023
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis…
Descriptors: Meta Analysis, Mathematics Instruction, Game Based Learning, Learning Management Systems
Caratiquit, Kevin – Online Submission, 2022
This study aimed to improve learners' academic performance in Computer Troubleshooting and Repair Techniques at Lal-lo National High School by using YouTube videos with teacher-made learning activity sheets as supplementary materials. The study employed a quasi-experimental design, particularly a one-group pretest and posttest design, in which the…
Descriptors: Video Technology, Technology Uses in Education, Supplementary Education, Computers
Wei Zhang – International Society for Technology, Education, and Science, 2024
Driven by new modes of information dissemination in this digital age and propelled by the necessity for online course delivery during the recent pandemic, online education, the current form of distance education, is not only the trend but the reality of teaching and learning today. It utilizes the internet and computer technology to offer…
Descriptors: Online Courses, Learning Experience, Electronic Learning, Distance Education
Exploring Flipboard to Support Coursework: Student Beliefs, Attitudes, Engagement, and Device Choice
Hornik, Steven; deNoyelles, Aimee; Chen, Baiyun – TechTrends: Linking Research and Practice to Improve Learning, 2016
The purpose of the study is to explore the use of a mobile application called Flipboard, which facilitates the curation of digital content into a magazine-like product, to engage students in class discussion and participation in a college course. Research questions include: (1) What were students' beliefs and attitudes regarding the use of…
Descriptors: College Students, Handheld Devices, Computer Oriented Programs, Discussion (Teaching Technique)
Zhu, Yidan; Zhang, Weiguo – Educational Gerontology, 2019
This paper explores the intersection between migration, aging and lifelong learning with the aim of expanding our understanding of how lifelong learning enhances older migrants' active aging in a foreign land. Our study also offers insights into the learning activities of older immigrants in general. In 2002, the World Health Organization (WHO)…
Descriptors: Foreign Countries, Active Learning, Older Adults, Aging (Individuals)
Martinez-Maldonado, Roberto; Dimitriadis, Yannis; Martinez-Monés, Alejandra; Kay, Judy; Yacef, Kalina – International Journal of Computer-Supported Collaborative Learning, 2013
Interactive tabletops can be used to provide new ways to support face-to-face collaborative learning. A little explored and somewhat hidden potential of these devices is that they can be used to enhance teachers' awareness of students' progress by exploiting captured traces of interaction. These data can make key aspects of collaboration…
Descriptors: Cooperation, Cooperative Learning, Computer Assisted Instruction, Computers
Maseda, F. J.; Martija, I.; Martija, I. – IEEE Transactions on Education, 2012
This paper describes a novel Electrical Machine and Power Electronic Training Tool (EM&PE[subscript TT]), a methodology for using it, and associated experimental educational activities. The training tool is implemented by recreating a whole power electronics system, divided into modular blocks. This process is similar to that applied when…
Descriptors: Engineering Education, Engineering, Electronics, Foreign Countries
Bennedsen, Jens; Caspersen, Michael E. – Computer Science Education, 2012
Programming is recognised as one of seven grand challenges in computing education and attracts much attention in computing education research. Most research in the area concerns teaching methods, educational technology and student understanding/misconceptions. Typically, evaluation of learning outcome takes place during or immediately following…
Descriptors: Computer Science Education, Research, Programming, Skills
Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre – British Journal of Educational Technology, 2011
In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…
Descriptors: Evidence, Data, Learning Activities, Educational Assessment
Onguko, Brown Bully – Electronic Journal of e-Learning, 2014
JiFUNzeni blended learning approach is a sustainable approach to provision of professional development (PD) for those in challenging educational contexts. JiFUNzeni approach emphasizes training regional experts to create blended learning content, working with appropriate technology while building content repositories. JiFUNzeni approach was…
Descriptors: Blended Learning, Faculty Development, Sustainability, Educational Technology
Morgado, Leonel; Cruz, Maria; Kahn, Ken – Australasian Journal of Educational Technology, 2010
A common problem in computer programming use for education in general, not simply as a technical skill, is that children and teachers find themselves constrained by what is possible through limited expertise in computer programming techniques. This is particularly noticeable at the preliterate level, where constructs tend to be limited to…
Descriptors: Educational Technology, Computer Literacy, Computers, Programming
Barendregt, Wolmet; Bekker, Tilde M. – Computers & Education, 2011
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering different levels of freedom to choose school activities. The results indicated that the general behaviour of the children with the game was very different…
Descriptors: Class Activities, Learning Activities, Educational Games, Opinions
Edelbring, Samuel; Dastmalchi, Maryam; Hult, Hakan; Lundberg, Ingrid E.; Dahlgren, Lars Owe – Advances in Health Sciences Education, 2011
Computerised virtual patients (VPs) are increasingly being used in medical education. With more use of this technology, there is a need to increase the knowledge of students' experiences with VPs. The aim of the study was to elicit the nature of virtual patients in a clinical setting, taking the students' experience as a point of departure.…
Descriptors: Medical Education, Experiential Learning, Patients, Clinical Experience

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