Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 17 |
Descriptor
Educational Technology | 21 |
Experiential Learning | 21 |
Learning Theories | 21 |
Teaching Methods | 11 |
Instructional Design | 8 |
Computer Uses in Education | 7 |
Electronic Learning | 7 |
Foreign Countries | 6 |
Adult Learning | 4 |
Computer Simulation | 4 |
Educational Research | 4 |
More ▼ |
Source
Author
Acar, Emrah | 1 |
Baccino, Thierry | 1 |
Black, John | 1 |
Bonk, Curtis J. | 1 |
Brown, John Seely | 1 |
Caruana, Albert | 1 |
Chanquoy, Lucile | 1 |
Chen, Angie | 1 |
Clawson, James G. S. | 1 |
Daher, Wajeeh | 1 |
Day, Stephanie | 1 |
More ▼ |
Publication Type
Education Level
Higher Education | 8 |
Postsecondary Education | 8 |
Adult Education | 5 |
Elementary Secondary Education | 3 |
High School Equivalency… | 1 |
Kindergarten | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Two Year Colleges | 1 |
Audience
Practitioners | 1 |
Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
MacCallum, Kathryn; Day, Stephanie; Skelton, David; Verhaart, Michael – International Journal of Mobile and Blended Learning, 2017
Mobile technology promises to enhance and better support students' learning. The exploration and adoption of appropriate pedagogies that enhance learning is crucial for the wider adoption of mobile learning. An increasing number of studies have started to address how existing learning theory can be used to underpin and better frame mobile learning…
Descriptors: Electronic Learning, Educational Technology, Affordances, Learning Theories
Digital Promise, 2016
It's a staggering statistic -- 36 million adults in the United States read at a 3rd grade level or below. Of these, more than two-thirds are members of the workforce but don't have the skills for advancement. Yet, finding and completing education programs is often a struggle for this population. Access to quality education programs is limited at…
Descriptors: Adult Learning, Learning Theories, Educational Technology, Technology Uses in Education
Kevan, Jonathan M.; Ryan, Paul R. – Technology, Knowledge and Learning, 2016
This emerging technology report describes the Experience API (xAPI), a new e-learning specification designed to support the learning community in standardizing and collecting both formal and informal distributed learning activities. Informed by Activity Theory, a framework aligned with constructivism, data is collected in the form of activity…
Descriptors: Electronic Learning, Educational Technology, Learning Activities, Alternative Assessment
Kabugo, David; Muyinda, Paul B.; Masagazi, Fred. M.; Mugagga, Anthony M.; Mulumba, Mathias B. – Journal of Learning for Development, 2016
Although eye-tracking technologies such as Tobii-T120/TX and Eye-Tribe are steadily becoming ubiquitous, and while their appropriation in education can aid teachers to collect robust information on how students move their eyes when reading and engaging with different learning objects, many teachers of Luganda language are yet to gain experiences…
Descriptors: Eye Movements, African Languages, Language Teachers, Qualitative Research
Walcutt, J. J., Ed.; Schatz, Sae, Ed. – Advanced Distributed Learning Initiative, 2019
The book examines the shift needed to our systems and society to enable lifelong, experiential, interconnected learning journeys. The book outlines the vision for a learning ecosystem that spans technology, learning science, policy, and organizational factors. "Modernizing Learning" is the outcome of a multi-year study recently completed…
Descriptors: Educational Change, Lifelong Learning, Experiential Learning, Educational History
Caruana, Albert; La Rocca, Antonella; Snehota, Ivan – Journal of Marketing Education, 2016
Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…
Descriptors: Marketing, Business Administration Education, Educational Games, Student Satisfaction
Greene, Sunny – ProQuest LLC, 2016
Multiple approaches have been used in U.S. community colleges to address the learning needs of postsecondary students who are underprepared in basic skills math. The purpose of this exploratory interview study was to gain a deeper understanding of community college basic skills math learning through instructors' lived experiences using the…
Descriptors: Community Colleges, Access to Education, Andragogy, Interviews
Lindgren, Robb; Johnson-Glenberg, Mina – Educational Researcher, 2013
The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as "mixed reality" (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent…
Descriptors: Educational Research, Learning Theories, Computer Simulation, Physical Environment
Santos, Marc Ericson C.; Chen, Angie; Taketomi, Takafumi; Yamamoto, Goshiro; Miyazaki, Jun; Kato, Hirokazu – IEEE Transactions on Learning Technologies, 2014
Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Meta Analysis
Duncan, Ishbel; Miller, Alan; Jiang, Shangyi – British Journal of Educational Technology, 2012
Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Simulation
Hammer, Jessica; Black, John – Educational Technology, 2009
What makes games effective for learning? The authors argue that games provide vicarious experiences for players, which then amplify the effects of future, formal learning. However, not every game succeeds in doing so! Understanding why some games succeed and others fail at this task means investigating both a given game's design and the…
Descriptors: Educational Games, Teaching Methods, Experiential Learning, Play
de Freitas, Sara; Rebolledo-Mendez, Genaro; Liarokapis, Fotis; Magoulas, George; Poulovassilis, Alexandra – British Journal of Educational Technology, 2010
Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of "presence" naturally is allowing for more complex social interactions and…
Descriptors: Learning Theories, Learning Activities, Lifelong Learning, Experiential Learning
Daher, Wajeeh – Australasian Journal of Educational Technology, 2010
Although many researchers have examined knowledge building in traditional settings and distance learning, few have examined middle school students' building of mathematical knowledge using mobile phones. The present study uses two well-known models of knowledge building to carry out the examination: the interactive analysis model of knowledge…
Descriptors: Middle School Students, Mathematics Education, Internet, Mathematics Instruction
McNamee, Paul; Madden, Dave; McNamee, Frank; Wall, John; Hurst, Alan; Vrasidas, Charalambos; Chanquoy, Lucile; Baccino, Thierry; Acar, Emrah; Onwy-Yazici, Ela; Jordan, Ann – Journal of College Teaching & Learning, 2009
This paper describes an ongoing EU project concerned with developing an instructional design framework for virtual classes (VC) that is based on the theory of Multiple Intelligences (MI) (1983). The psychological theory of Multiple Intelligences (Gardner 1983) has received much credence within instructional design since its inception and has been…
Descriptors: Electronic Learning, Multiple Intelligences, Instructional Design, Occupational Safety and Health
Zhang, Ke; Bonk, Curtis J. – Canadian Journal of Learning and Technology, 2008
This paper critically reviews various learning preferences and human intelligence theories and models with a particular focus on the implications for online learning. It highlights a few key models, Gardner's multiple intelligences, Fleming and Mills' VARK model, Honey and Mumford's Learning Styles, and Kolb's Experiential Learning Model, and…
Descriptors: Online Courses, Student Diversity, Preferences, Cognitive Style
Previous Page | Next Page ยป
Pages: 1 | 2