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Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2013
Using 3D virtual environments for educational purposes is becoming attractive because of their rich presentation and interaction capabilities. Furthermore, dynamically adapting the 3D virtual environment to the personal preferences, prior knowledge, skills and competence, learning goals, and the personal or (social) context in which the learning…
Descriptors: Educational Environment, Usability, Virtual Classrooms, Electronic Learning
Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre – Educational Technology Research and Development, 2011
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…
Descriptors: Knowledge Representation, Evaluation Methods, Measurement Techniques, Guidelines
van der Spek, Erik D.; Wouters, Pieter; van Oostendorp, Herre – British Journal of Educational Technology, 2011
Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games, and although early findings do point to a moderately positive direction, even less is known about why some games succeed in effectively educating while others do…
Descriptors: Design Requirements, Instructional Design, Crisis Management, Guidelines
Kutluca, Tamer; Aydin, Serhat; Baki, Adnan – Online Submission, 2009
The purpose of this paper is to explore the current status of the web sites of the Faculties of Education (FOEs) in Turkey. Bearing this in mind, a "Web Site Assessment Form" comprising thirty-seven items was developed and the web sites of the FOEs were evaluated with respect to "Content," "Currency," "Structure…
Descriptors: Internet, College Faculty, Evaluation Criteria, Guidelines
Singh, Oma B. – ProQuest LLC, 2009
This study used a design based-research (DBR) methodology to examine how an Instructional Systematic Design (ISD) process such as ADDIE (Analysis, Design, Development, Implementation, Evaluation) can be employed to develop a web-based module to teach metacognitive learning strategies to students in higher education. The goal of the study was…
Descriptors: Instructional Design, Learning Strategies, Educational Technology, Internet
Sanden, Sherry; Darragh, Janine – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2011
In today's Web 2.0 world, teachers are perpetually struggling with how to incorporate technology into the classroom effectively in order to meet the diverse literacy needs of 21st-century learners. Utilizing the National Council of Teachers of English (NCTE, 2008) Position Statement addressing these needs, the theoretical framework of Lankshear…
Descriptors: Foreign Countries, Computer Uses in Education, Web Sites, Electronic Publishing
Wood, Denise; Willems, Julie – Australasian Journal of Educational Technology, 2012
The Australian Government's widening participation agenda--also referred to as the social inclusion agenda--considers equity through the triple focus of access, participation and outcomes. These foci are catalysts for re-examining teaching and learning approaches in formal education. This article considers this national refocus and the…
Descriptors: Foreign Countries, Disabilities, Inclusion, Outcomes of Education
Harper, Kelly A.; DeWaters, Jamie – Internet and Higher Education, 2008
Researchers increasingly suggest that accessibility remains a prominent issue across the World Wide Web (www). This study raises awareness about issues of access in higher education. This qualitative research design utilized a listserv that invited university based webmasters to use freeware to evaluate the overall accessibility of their…
Descriptors: Higher Education, Guidelines, Web Sites, Computer System Design
Jeremic, Zoran; Jovanovic, Jelena; Gasevic, Dragan – Educational Technology & Society, 2009
The evaluation of intelligent tutoring systems (ITSs) is an important though often neglected stage of ITS development. There are many evaluation methods available but literature does not provide clear guidelines for the selection of evaluation method(s) to be used in a particular context. This paper describes the evaluation study of DEPTHS, an…
Descriptors: Evaluation Methods, Instructional Effectiveness, Guidelines, Student Attitudes
Ang, Chee Siang; Avni, Einav; Zaphiris, Panayiotis – International Journal on E-Learning, 2008
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that…
Descriptors: Constructivism (Learning), Classification, Guidelines, Educational Technology
Adams, W.; Reid, S.; LeMaster, R.; McKagan, S.; Perkins, K.; Dubson, M.; Wieman, C. – Journal of Interactive Learning Research, 2008
Interactive computer simulations with complex representations and sophisticated graphics are a relatively new addition to the classroom, and research in this area is limited. We have conducted over 200 individual student interviews during which the students described what they were thinking as they interacted with simulations. These interviews…
Descriptors: Computer Assisted Instruction, Physics, Educational Technology, Computer System Design
Woollard, John; Wickens, Cathy; Powell, Ken; Russell, Terry – Technology, Pedagogy and Education, 2009
E-safety issues have come to the fore of thinking about young people's use of the internet because of their vulnerable position with regard to contact with people who may take advantage of them. The "Byron Review" in the UK makes explicit the steps that need to be taken to protect internet users. Based upon research across four United…
Descriptors: Safety, Foreign Countries, Internet, School Law
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Busstra, Maria C.; Hartog, Rob; Kersten, Sander; Muller, Michael – Advances in Physiology Education, 2007
Nutritional genomics, or nutrigenomics, can be considered as the combination of molecular nutrition and genomics. Students who attend courses in nutrigenomics differ with respect to their prior knowledge. This study describes digital nutrigenomics learning material suitable for students from various backgrounds and provides design guidelines for…
Descriptors: Guidelines, Instructional Design, Genetics, Instructional Materials
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