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Tetsuya Matsuia – Cogent Education, 2024
The use of virtual teachers (VTs) in environmental education is an important but little-studied issue. The advantage of VTs over robot teachers is that they have more freedom in designing their appearance and can change it immediately. Therefore, this paper hypothesizes that 'VTs with animal ears are better suited to teach environmental issues…
Descriptors: Animals, Environmental Education, Electronic Learning, Teacher Characteristics
Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
Krämer, Andreas; Böhrs, Sandra; Ilemann, Susanne – Journal of Education and Learning, 2021
When it comes to presenting research results, the usual approach is to use PowerPoint or similar slide applications, or to opt for alternative presentation tools. A central question is how well the knowledge is transferred and to what extent the target audience is addressed emotionally. Based on a 2*2 factorial design, the effects of presentation…
Descriptors: Research, Information Dissemination, Audiences, Visual Aids
Shafiee Rad, Hanieh; Roohani, Ali; Rahimi Domakani, Masoud – Language Learning & Technology, 2021
This study investigated the effectiveness of two technology-enhanced models of the flipped classroom, discussion-oriented and role-reversal, on English language learners' expository writing skills and evaluated the proposed models as a means of teaching/learning writing skills. To these ends, a quasi-experimental design with three intact classes,…
Descriptors: English (Second Language), Second Language Instruction, Writing Instruction, Expository Writing
McTigue, Erin M.; Solheim, Oddny Judith; Zimmer, Wendi K.; Uppstad, Per Henning – Reading Research Quarterly, 2020
Overall, game-based technology for early reading instruction has not robustly met the learning potentials of young readers. To better understand the effects and limitations of computer-assisted instruction in classrooms, researchers have called for more critical attention to learning theory, methodological selection, and context for learning.…
Descriptors: Game Based Learning, Educational Technology, Educational Games, Reading Instruction
Wain, Jennifer; Timpe-Laughlin, Veronika; Oh, Saerhim – ETS Research Report Series, 2019
This study reports on the development and evaluation of a prototype for an interactive, self-access computer application titled Words at Work that was developed by the authors. Words at Work aims to raise adult English language learners' (ELLs') pragmatic awareness in the English-medium workplace. The study focuses in particular on the pedagogic…
Descriptors: English Language Learners, Second Language Instruction, Student Attitudes, Pragmatics
Pappas, Marios A.; Demertzi, Eleftheria; Papagerasimou, Yannis; Koukianakis, Lefteris; Kouremenos, Dimitris; Loukidis, Ioannis; Drigas, Athanasios S. – Education Sciences, 2018
Deaf individuals present differences compared to their hearing peers in terms of their learning profile. In addition, deaf adults seem to still be socially excluded nowadays, given that the transition from school to work is more difficult for people with hearing loss. This study aims to analyze the cognitive characteristics of deaf adults, as well…
Descriptors: Deafness, Electronic Learning, Educational Technology, Adults
Stagg, Bethan C.; Donkin, Maria E. – Journal of Biological Education, 2017
We investigated usability of mobile computers and field guide books with adult botanical novices, for the identification of wildflowers and deciduous trees in winter. Identification accuracy was significantly higher for wildflowers using a mobile computer app than field guide books but significantly lower for deciduous trees. User preference…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
Skordaki, Efrosyni-Maria; Bainbridge, Susan – International Review of Research in Open and Distributed Learning, 2018
This paper presents the results of a research study on scientific software training in blended learning environments. The investigation focused on training approaches followed by scientific software users whose goal is the reliable application of such software. A key issue in current literature is the requirement for a theory-substantiated…
Descriptors: Computer Software, Blended Learning, Educational Technology, Technology Uses in Education
Davidson, Ann-Louise; Price, David William – LEARNing Landscapes, 2017
The maker movement in education is linked to better, more authentic learning that can help students develop 21st century competencies. Maker experiences, like any experiential learning, can be limited by decontextualized, recipe-style labs and fail to deliver on the promise of engaged learners ready to learn on demand and solve the ill-defined…
Descriptors: Shared Resources and Services, Teaching Methods, Experiential Learning, Educational Technology
Botfield, Jessica R.; Newman, Christy E.; Lenette, Caroline; Albury, Kath; Zwi, Anthony B. – Health Education Journal, 2018
Objective: Digital storytelling and other methods of self-expression and autobiography have become an increasingly important tool for those working with young people, including those from migrant, refugee or other 'culturally diverse' backgrounds. A structured scoping review was undertaken to better understand the potential value and challenges of…
Descriptors: Story Telling, Autobiographies, Educational Technology, Technology Uses in Education
Cano, Ana Rus; Fernández-Manjón, Baltasar; García-Tejedor, Álvaro J. – British Journal of Educational Technology, 2018
Serious Games (SGs), defined as a game in which education (in its various forms) is the primary goal rather than entertainment, have been proven as an effective educational tool for engaging and motivating students. However, more research is needed to sustain the suitability of these games to train users with cognitive impairments. This empirical…
Descriptors: Educational Games, Intellectual Disability, Down Syndrome, Adults
Hetzroni, Orit E.; Israel, Einav – Journal of Cognitive Education and Psychology, 2019
Individuals with low functioning autism spectrum disorders (LFASD) who demonstrate significant cognitive and communication needs benefit from using technology for learning graphic symbols for enhancing participation. This study investigated if an iPad application would increase identification of graphic symbols by children and adults with LFASD.…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Communication Skills
Hagelkruys, Dominik; Motschnig, Renate – International Journal on E-Learning, 2017
Case studies help to reflect and to capture information about complex processes and domains and to make it reusable for future application in related contexts. In the case study reported in this article, we aim to capture and share processes and experience that we gained while designing a web-portal for supporting the specific user group of…
Descriptors: Case Studies, Teaching Methods, Dyslexia, Inclusion
Guzzetti, Barbara J.; Foley, Leslie M.; Lesley, Mellinee – Journal of Adolescent & Adult Literacy, 2015
Adult men create zines (self-publications written as alternative to commercial magazines) that advance content learning and knowledge. We describe three of these zine writers who created five zines on topics related to the disciplines of science, social studies, and English/language arts. We collected their zines, interviewed the authors, and…
Descriptors: Adults, Males, Electronic Publishing, Science Education