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Ellie Koseda; Ivan K. Cohen; Jasmine Cooper; Bryan McIntosh – Policy Futures in Education, 2025
In recent years, there has been a change in the objectives of Higher Education (HE): the inclusion of employability. The successful inclusion of employability as a goal of HE requires a change to the sector's teaching, learning and assessment (TLA) methods, which ought to be part of an HEI's strategy. In particular, there needs to be an emphasis…
Descriptors: Employment Potential, Curriculum Design, Higher Education, Learning Objectives
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Haidee A. Jackson; Sohyun Yang; Ling Zhang – Journal of Special Education Leadership, 2024
This paper discusses the ethical challenges presented by artificial intelligence (AI) within the instructional process for students with disabilities. The authors briefly overview technological changes in education and applications of AI in education in addition to policy. Discussion is directed toward the development of an ethical pedagogy using…
Descriptors: Ethics, Teaching Methods, Artificial Intelligence, Adoption (Ideas)
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Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
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Sam Elkington; Paul Chesterton – Teaching in Higher Education, 2025
Studies reporting flexible assessment strategies and their impact across different modes of study remain limited with little emphasis placed on the role these arrangements play in devising authentic assessment processes. This paper synthesises recent research work depicting flexible design principles and practice strategies for how educators might…
Descriptors: Authentic Learning, Evaluation Methods, Instructional Design, Teaching Methods
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Jorietha Hugo; Ronel Callaghan; Johannes Cronje – Electronic Journal of e-Learning, 2024
Emerging technologies are transforming educational practices, but successful integration requires improving the quality and efficiency of learning. New technology emerges in hype cycles but adoption and performance lag over time. A strategy development framework is needed for decision-makers to understand the complex interaction of all the factors…
Descriptors: Strategic Planning, Educational Technology, Research Design, Technology Uses in Education
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Yousef, Ahmed Mohamed Fahmy; Khatiry, Ahmed Ramadan – Interactive Learning Environments, 2023
Several governments across the world have temporarily closed educational institutions due to the COVID-19 pandemic. In response, numerous universities have seen a growing trend towards online learning scenarios. Thus, learning takes place not just within a person, but within and across the networks. However, the current implementations of open…
Descriptors: Learning Analytics, Individualized Instruction, Reflection, Learning Processes
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Guney, Zafer – Cypriot Journal of Educational Sciences, 2019
The purpose of this study is to discuss approaches for developing human-computer interaction (HCI) in educational technology (ET) based on definitions of visual design, learning variables and user-interface design principles in the field of instructional design and technology (IDT). We will do in several stages, first, we will review historical…
Descriptors: Man Machine Systems, Computer Interfaces, Computer System Design, Instructional Design
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Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
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Colin Madland; Valerie Irvine; Chris DeLuca; Okan Bulut – OTESSA Journal, 2024
The purpose of this paper is to describe the development of a new framework for understanding technology-integrated assessment in higher education based on a review of the literature using the assessment design in a digital world framework (Bearman et al., 2022) as a lens. Our review (Madland et al., 2024) revealed both congruities and…
Descriptors: Technology Uses in Education, Technology Integration, Educational Technology, Evaluation Methods
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Chamila Subasinghe – Teaching in Higher Education, 2024
Studio, a breeding ground for curiosity and wonder, has become more of a confined space for innovation lately. Infrastructure shortage also has triggered a somewhat impersonal attitude to studio learning. Can Design-Activism mitigate such stresses on the studio by becoming an alternative mode of driving studio processes? Reflectively, this study…
Descriptors: Foreign Countries, Design, Activism, Educational Innovation
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Hannah John; John Kerr; Guillaume Andrieux – Journal of Interactive Media in Education, 2024
Utilising the ABC Learning Design based on the ABC curriculum design method (Young & Perovic 2016) and the Conversational Framework (Laurillard 2012), specifically the six learning types that underpin that model, eight Massive Open Online Courses (MOOCs) from Coursera or FutureLearn were examined. These MOOCs were selected because they…
Descriptors: MOOCs, Learner Engagement, Learning Modalities, Skill Development
Vipin Verma – ProQuest LLC, 2021
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics,…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Program Content
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Nguyen, Thai-Huy; Gutierrez, Rose Ann E.; Smith, Jalen – Community College Review, 2022
Research Question: The vast amount of material available on-line has prompted researchers to understand how undergraduate students sort and select, or evaluate, the results that emerge from their searches. Since students depend on on-line material to facilitate their learning of course material, understanding the basis of their process is…
Descriptors: Two Year College Students, Community Colleges, STEM Education, Online Searching
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Keengwe, Jared, Ed. – IGI Global, 2022
Even though digital technologies are ubiquitous in education, assessment methods continue to employ traditional assessments even though they are inadequate to provide information about a student's reasoning and conceptual understanding. Digital-based assessment models allow students to demonstrate higher-order skills while integrating digital…
Descriptors: Educational Technology, Technology Uses in Education, Student Evaluation, Educational Assessment
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Broumi, Said, Ed. – IGI Global, 2023
Fuzzy sets have experienced multiple expansions since their conception to enhance their capacity to convey complex information. Intuitionistic fuzzy sets, image fuzzy sets, q-rung orthopair fuzzy sets, and neutrosophic sets are a few of these extensions. Researchers and academics have acquired a lot of information about their theories and methods…
Descriptors: Theories, Mathematical Logic, Intuition, Decision Making
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