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Showing 1 to 15 of 33 results Save | Export
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Ishant Singhal; Guru Ratan Satsangee; Lakshya Bhardwaj; Gaurang S. Sharma; Anand Swarup Chandrakar; Hritav Gupta; Gargi Malik; Bobby Tyagi; Ankit Sahai; Rahul Swarup Sharma – IEEE Transactions on Learning Technologies, 2024
3D-printing (3DP) is a rapidly evolving sector and is advancing at an unmatched pace. Integrating digital-based approaches to disseminate knowledge within institutional curricula is crucial for mainstreaming knowledge. This work explores the development of a virtual lab (VL) for additive manufacturing (AM), using an interactive VL simulator. The…
Descriptors: Computer Peripherals, Printing, Laboratories, Computer Simulation
Damon E. Watkins Jr. – ProQuest LLC, 2024
Electronic health records (EHRs) are essential databases that digitally collect, store, and exchange patient health information. Over 95% of hospitals have EHRs, yet healthcare professionals often struggle with EHR navigation, jeopardizing patient safety and care--consider a physician struggling to order blood for a hypovolemic patient. This…
Descriptors: Educational Psychology, Educational Technology, Computer Uses in Education, Computer Peripherals
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Wernholm, Marina; Vigmo, Sylvi – International Journal of Research & Method in Education, 2015
The aim of this article is to address how online tools and digital technologies can influence data collection opportunities. We are still at the early stages of piecing together a more holistic picture of the role of digital media in young people's everyday lives, especially regarding digital gaming among younger children. Digital technologies…
Descriptors: Foreign Countries, Computer Games, Data Collection, Cooperation
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Chou, Jyh Rong – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Descriptors: Computer Peripherals, Computer Uses in Education, Handheld Devices, Educational Technology
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Sinclair, Nathalie; Heyd-Metzuyanim, Einat – Technology, Knowledge and Learning, 2014
In this paper we describe a touchscreen application called "TouchCounts," which is designed to support the development of number sense in the early years. We first provide an a priori analysis of its affordances. Then, using Sfard's communicational approach, augmented by a focus both on the role of the body--particularly the fingers…
Descriptors: Preschool Children, Mathematical Concepts, Females, Computer Oriented Programs
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St. John, Stuart A. – Physics Education, 2012
The purpose of this work was to investigate ways in which everyday computers can be used in schools to fulfil several of the roles of more expensive, specialized laboratory equipment for teaching and learning purposes. The brief adopted was to keep things as straightforward as possible so that any school science department with a few basic tools…
Descriptors: Physics, Laboratory Equipment, Computer Peripherals, Science Departments
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Veenstra, Baukje; van Geert, Paul L. C.; van der Meulen, Bieuwe F. – Mind, Brain, and Education, 2012
In this exploratory multiple case study, it is examined how a computer game focused on improving ineffective learning behavior can be used as a tool to assess, improve, and study real-time mouse behavior (MB) in different types of children: 18 children (3.8-6.3 years) with Autistic Spectrum Disorder (ASD), Attention Deficit/Hyperactivity Disorder…
Descriptors: Attention Deficit Hyperactivity Disorder, Autism, Disabilities, Children
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Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka – Interactive Learning Environments, 2010
Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…
Descriptors: Creativity, Video Games, Computer Peripherals, Kindergarten
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Carleton, Renee E. – Bioscene: Journal of College Biology Teaching, 2012
Computer-aided learning (CAL) is used increasingly to teach anatomy in post-secondary programs. Studies show that augmentation of traditional cadaver dissection and model examination by CAL can be associated with positive student learning outcomes. In order to reduce costs associated with the purchase of skeletons and models and to encourage study…
Descriptors: Computer Assisted Instruction, Computers, Anatomy, Internet
Dyrli, Kurt O. – District Administration, 2008
This article discusses the growing demand of using touchscreen interface. Consumers are now seeing touchscreens in a wide variety of electronics, not only in competitors to the iPhone from Sony, Samsung, Motorola, LG and T-Mobile, but also in desktop PCs, printers and copiers, televisions, and MP3 players. Teens, if they don't have a touch-enabled…
Descriptors: Computer Peripherals, Handheld Devices, Computers, Computer Interfaces
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Gintautas, Vadas; Hubler, Alfred – Physics Education, 2009
Lessons and homework problems involving a pendulum are often a big part of introductory physics classes and laboratory courses from high school to undergraduate levels. Although laboratory equipment for pendulum experiments is commercially available, it is often expensive and may not be affordable for teachers on fixed budgets, particularly in…
Descriptors: Physics, Laboratory Equipment, Computer Uses in Education, Science Instruction
Robles, Ava Clare Marie O. – Online Submission, 2012
Cyber portfolio is a valuable innovative menu for teachers who seek out strategies or methods to integrate technology into their lessons. This paper presents a straightforward preparation on how to innovate a menu that addresses the 21st century skills blended with higher order thinking skills, multiple intelligence, technology and multimedia.…
Descriptors: Foreign Countries, Thinking Skills, Educational Technology, Class Activities
Demski, Jennifer – Campus Technology, 2009
This article describes how centralized presentation control systems enable IT support staff to monitor equipment and assist end users more efficiently. At Temple University, 70 percent of the classrooms are equipped with an AMX touch panel, linked via a Netlink controller to an in-classroom computer, projector, DVD/VCR player, and speakers. The…
Descriptors: Internet, Technological Advancement, Technology Uses in Education, Computer Uses in Education
Grinvalds, Jeff – National Writing Project (NJ3), 2007
Though technology can enliven and enrich a teacher's work, its glitches can sabotage the most beautifully planned presentation. High school teacher Grinvalds shares six practices that help to deal with the glitches inevitably experienced by those entering the realm of classroom technology: (1) Prepare; (2) Ask for Help; (3) Stick with What You…
Descriptors: Educational Technology, Technology Integration, High Schools, Secondary School Teachers
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Mellor, Liz – Music Education Research, 2008
This article investigates computer-based music composition using the CD Rom "Dance eJay" with pupils from a secondary school setting (13-15 years). Three issues are explored: the extent to which participants adopted different strategies during the composition process, how the strategies differed with respect to prior experience of formal…
Descriptors: Creativity, Music Education, Musical Composition, Secondary School Students
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