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Payne, Brian K.; Mayes, Lisa; Paredes, Tisha; Smith, Elizabeth; Wu, Hongyi; Xin, ChunSheng – Journal of Cybersecurity Education, Research and Practice, 2021
The Center for Cybersecurity Education and Research at Old Dominion University has expanded its use of high impact practices in the university's undergraduate cybersecurity degree program. Strategies developed to promote student learning included learning communities, undergraduate research, a robust internship program, service learning, and…
Descriptors: Interdisciplinary Approach, Information Security, Computer Security, Information Science Education
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Lee, Chen Kang; Sidhu, Manjit Singh – Educational Technology & Society, 2015
Engineering educators have been increasingly taking the learning style theories into serious consideration as part of their efforts to enhance the teaching and learning in engineering. This paper presents a research study to investigate the learning style preference of the mechanical engineering students in Universiti Tenaga Nasional (UNITEN),…
Descriptors: Engineering Education, Cognitive Style, Measures (Individuals), Preferences
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Daniela, Linda, Ed.; Lytras, Miltiadis, Ed. – IGI Global, 2018
Educational strategies have evolved over the years due to research breakthroughs and the application of technology. By using the latest learning innovations, curriculum and instructional design can be enhanced and strengthened. Also, as learners move away from traditional scholarly media and toward technology-based education, students gain an…
Descriptors: Constructivism (Learning), Teaching Methods, Learning Strategies, Educational Technology
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Loke, Swee-Kin – Australasian Journal of Educational Technology, 2015
While students do learn real-world knowledge and skills in virtual worlds, educators have yet to adequately theorise how students' virtual world experiences bring about this learning. This paper critically reviewed theories currently used to underpin empirical work in virtual worlds for education. In particular, it evaluated how applicable these…
Descriptors: Virtual Classrooms, Simulated Environment, Journal Articles, Educational Technology
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Ruiz-Martinez, A.; Pereniguez-Garcia, F.; Marin-Lopez, R.; Ruiz-Martinez, P. M.; Skarmeta-Gomez, A. F. – IEEE Transactions on Learning Technologies, 2013
In the teaching of computer networks the main problem that arises is the high price and limited number of network devices the students can work with in the laboratories. Nowadays, with virtualization we can overcome this limitation. In this paper, we present a methodology that allows students to learn advanced computer network concepts through…
Descriptors: Computer Networks, Concept Teaching, Science Process Skills, Teaching Methods
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Obikwelu, Chinedu; Read, Janet; Sim, Gavin – Electronic Journal of e-Learning, 2013
For a child to learn through Problem-Solving in Serious games, the game scaffolding mechanism has to be effective. Scaffolding is based on the Vygotzkian Zone of Proximal Development (ZPD) concept which refers to the distance between the actual development level as determined by independent problem solving and the level of potential development as…
Descriptors: Problem Solving, Scaffolding (Teaching Technique), Learning Strategies, Child Development
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Megalakaki, Olga; Sotiriou, Sofoklis; Savas, Stavros; Manoussakis, Yannis – Electronic Journal of Research in Educational Psychology, 2012
Introduction: The purpose of the present study was to explore the educational and cognitive aspects of an innovative approach to Internet use within an interdisciplinary, integrated framework for activities set up to enable students to acquire knowledge informally. These activities had the potential to provide real-world results through a model…
Descriptors: Constructivism (Learning), Learning Strategies, Agricultural Production, Experiential Learning
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
Meyer, Katrina A.; McNeal, Larry – Journal of Asynchronous Learning Networks, 2011
Ten experienced online faculty were interviewed to elicit examples of how they improved student learning productivity in their online courses. The ten faculty represented nine different states, 13 different fields or disciplines, and all were tenured or tenure-track at master's or doctoral level higher education institutions. Based on a thematic…
Descriptors: Feedback (Response), Online Courses, Learning Strategies, Experiential Learning
O'Mahony, Timothy Kieran – ProQuest LLC, 2010
The learning study reports on part of a larger project being lead by the author. In this dissertation I explore one goal of this project--to understand effects on student learning outcomes as a function of using different methods for connecting out-of-school experiential learning with formal school-based instruction. There is a long history of…
Descriptors: Informal Education, Experiential Learning, Learning Processes, Learning Strategies
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Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
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Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
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Mellet-d'Huart, Daniel – Themes in Science and Technology Education, 2009
This article covers the application of virtual reality (VR) to training and lifelong learning. A number of considerations concerning the design of VR applications are included. The introduction is dedicated to the more general aspects of applying VR to training. From multiple perspectives, we will provide an overview of existing applications with…
Descriptors: Simulated Environment, Computer Simulation, Technology Uses in Education, Educational Technology
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Sedig, Kamran – Journal of Computers in Mathematics and Science Teaching, 2008
Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…
Descriptors: Mathematics Education, Play, Mathematical Concepts, Geometry
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Burge, Elizabeth J. – Journal of the American Society for Information Science, 1996
Presents personal reflections on experiences in distance education and teaching practices. Kolb's experiential learning cycle is discussed; technological, facilitation, and learning confusions are examined; and constructivist learning and common sense are considered. (LRW)
Descriptors: Constructivism (Learning), Distance Education, Educational Technology, Experiential Learning
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