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West-Puckett, Stephanie; Smith, Anna; Cantrill, Christina; Zamora, Mia – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2018
To better understand the impacts of participatory design in English language arts teacher education, this critical case study focuses on the National Writing Project's Connected Learning Massive, Open, Online Collaboration (CLMOOC) that engaged educators in playing with the connected learning framework. The authors draw from 5 years of interaction…
Descriptors: Participative Decision Making, English Curriculum, Language Arts, Online Courses
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Olejarczuk, Edyta – Teaching English with Technology, 2014
Using new technologies in the academic field has become more and more visible in Poland in the recent years. In the past, digital learning resources were used as supplementary materials helping to support face-to-face instruction. Nowadays, we have the opportunity not only to apply "traditional" methods but also to use more sophisticated…
Descriptors: Blended Learning, Electronic Learning, Instructional Design, Curriculum Design
Ritzhaupt, Albert D.; Kang, YoungJu – Educational Technology, 2015
Some in the field of educational technology have called for offering bachelor's degrees. Unfortunately, the literature base only provides guidance on designing, developing, and delivering master's and doctoral degree programs. This article, in distinction, focuses on the design of a bachelor's degree program by focusing on the perceptions of…
Descriptors: Educational Technology, Bachelors Degrees, Educational Needs, Relevance (Education)
Marfisi-Schottman, Iza; George, Sébastien – International Association for Development of the Information Society, 2014
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we take the first step by proposing several game patterns…
Descriptors: Cooperative Learning, Electronic Learning, Educational Games, Learning Activities
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Hirumi, Atsusi – Quarterly Review of Distance Education, 2013
Advances in technology offer a vast array of opportunities for facilitating elearning. However, difficulties may arise if elearning research and design, including the use of emerging technologies, are based primarily on past practices, fads, or political agendas. This article describes refinements made to a framework for designing and sequencing…
Descriptors: Interaction, Electronic Learning, Design Preferences, Curriculum Design
Park, Young; Bauer, Malcolm – 2002
This paper introduces the concept of a reusable assessment framework (RAF). An RAF contains a library of linked assessment design objects that express: (1) specific set of proficiencies (i.e. the knowledge, skills, and abilities of students for a given content or skill area); (2) the types of evidence that can be used to estimate those…
Descriptors: Computer Assisted Instruction, Computer System Design, Curriculum Design, Design Preferences