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Barbara A. Ritter; Shalini S. Gopalkrishnan; Caitlin E. Smith Sockbeson – Journal of Management Education, 2024
Technology has changed rapidly in recent years and higher education has struggled to keep up. This article draws upon the expertise of three leaders in the Educational Technology (EdTech) industry to better understand how technology can be infused at the course level and at the curricular level to improve student learning. Best practices in…
Descriptors: Educational Technology, Industry, Expertise, Leaders
Dwayne Wood; Scott H. Moss – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of the study was to evaluate the impact of generative artificial intelligence (GenAI) on students' learning experiences and perceptions through a master's-level course. The study specifically focused on student engagement, comfort with GenAI and ethical considerations. Design/methodology/approach: The study used an action…
Descriptors: Artificial Intelligence, Learning Experience, Influence of Technology, Evaluation
Rothe, Lucian – NECTFL Review, 2023
Teacher-scholars have called upon fellow language educators to redevelop curricula at all proficiency levels to portray the lived experiences of target language (TL) speakers. This article presents a semester-long project that contributes to developing diverse teaching materials for college-level learners at the novice level. Via an ePortfolio…
Descriptors: Diversity, Second Language Learning, Second Language Instruction, Language Proficiency
Yi Jin – International Journal of Designs for Learning, 2021
This design case shows a course designed for teaching preservice teachers about how to design literacy-infused STEAM learning experiences that involve both making and the use of educational technology at a large Midwestern land-grant university in the U.S. This course emphasizes the high-tech making activities in PK-12 formal education that offers…
Descriptors: Preservice Teacher Education, STEM Education, Art Education, Design
Paskevicius, Michael; Hodgkinson-Williams, Cheryl – Journal of Learning for Development, 2018
This case study explores students' perceptions of the creation and reuse of digital teaching and learning resources in their work as tutors as part of a volunteer community development organisation at a large South African University. Through a series of semi-structured interviews, student-tutors reflect on their use and reuse of digital…
Descriptors: Educational Resources, Community Development, Community Organizations, Student Attitudes
Ulla, Mark B.; Winitkun, Duangkamon – International Journal of Instruction, 2017
Learners' success in language learning always has implications for curriculum and instruction. Thus, it is important to take into account the kinds of learning experiences that these learners will find helpful in learning English as a foreign language; and, highlight them when planning a curriculum and adapting classroom activities. This study,…
Descriptors: Language Skills, Focus Groups, Semi Structured Interviews, Employment Opportunities
Almeida, Fernando; Bolaert, Hiram; Dowdall, Shane; Lourenço, Justino; Milczarski, Piotr – Education and Information Technologies, 2015
Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Learning Processes
Muñoz González, Juan Manuel; Rubio García, Sebastián; Cruz Pichardo, Ivanovna M. – Digital Education Review, 2015
At the present time, the use of video games goes beyond mere amusement or entertainment due to its potential for developing capacities, dexterity and skills. Thus, video games have extended to environments like that of education, serving as didactic resources within dynamics that respond to the interests and necessities of the 21st century…
Descriptors: Video Games, Classroom Environment, Classroom Techniques, Cooperative Learning
Germany, Lisa – Campus-Wide Information Systems, 2011
Purpose: The aim of this paper is to demonstrate that, with a bit of creative thinking, elements of certain university-wide projects (in this case study, establishing an iTunes U site) can be incorporated into student studies and assessment as real-world learning opportunities. Design/methodology/approach: Describes three different approaches…
Descriptors: Program Effectiveness, Educational Technology, Creative Thinking, Learning Experience
Payne, Phillip – Environmental Education Research, 2006
An ambivalent, sometimes destructive, relationship between modern humanity, technology and "outer" or external nature has historically attracted the critical attention of scholars and commentators from a wide variety of backgrounds. The effects of technology on postmodern "inner" nature warrants similar scrutiny. This article examines how…
Descriptors: Environmental Education, Postmodernism, Sustainable Development, Educational Technology
Walker, Decker F. – 1970
This paper presents a model of the curriculum development process that reflects curriculum project practices. Regularities found in the data from one case study were checked against reports of other project practices, and those regularities common to all the projects studied served as the model foundation. The model asserts that a curriculum…
Descriptors: Curriculum Design, Curriculum Development, Curriculum Evaluation, Decision Making
Moses, Ingrid, Ed. – 1983
Developments in college teaching, research, staff development in Australia during the 1980s are addressed in 38 papers from the 1983 conference of the Higher Education Research and Development Society of Australasia. Themes of the papers include: institutional change, staff perceptions of rewards, professional development, students and tertiary…
Descriptors: College Instruction, College Students, Curriculum Development, Educational Technology
Ediger, Marlow – 1996
Technology is used in all facets of society, and elementary schools should not lag behind in preparing the elementary school pupil of today for tomorrow's technology-infused workplace. Technology should capture student interests and learning activities should be fascinating and should engage student interaction. Technology may also assist learners…
Descriptors: Cognitive Development, Computer Uses in Education, Curriculum Development, Educational Philosophy
Tracy-Mumford, Fran – Office of Educational Research and Improvement, 1999
The year 1998 was one of immense change for adult learning and literacy, as significant new legislation was passed and the field headed more deeply into the mainstream. Along with these developments came greater demands for program accountability, expanded strategic alliances and partnerships, new instructional methodologies, changes in public…
Descriptors: Adult Learning, Accountability, Learning Experience, Public Policy

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