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Artola, Veronica; Sanz, Cecilia; Baldassarri, Sandra – IEEE Transactions on Learning Technologies, 2023
The creation of applications based on tangible interaction (TI) applications, particularly on tabletops, is a developing area that requires the collaboration of professionals with expert knowledge in specific domains. Having an authoring tool that facilitates interdisciplinary intervention in the design and implementation of such applications is a…
Descriptors: Learning Activities, Design, Educational Technology, Teacher Attitudes
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M. Huerta-Gomez-Merodio; M. A. Fernández-Ruiz; M. V. Requena-Garcia-Cruz – European Journal of Education, 2024
Research on improving engineering skills in students advocates for high-quality teaching practices as well as the implementation of digitally enhanced management systems, such as e-Learning. Furthermore, COVID-19 led to several changes in education, such as switching drastically from face to face to emergency remote and later hybrid teaching. This…
Descriptors: Electronic Learning, Blended Learning, Engineering Education, Skill Development
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Li Zhao; Suqi Li; Yu-Sheng Su – Education and Information Technologies, 2024
Microlearning, as an informal learning approach, has gained increasing popularity in both the training industry and professional studies disciplines over the last several years. However, despite the rising interest in microlearning, how to design microlearning activities and what microcontent is reasonable for microlearning activities have rarely…
Descriptors: Learning Activities, Electronic Learning, Learning Modules, Reading Assignments
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Pozzi, Francesca; Asensio-Perez, Juan I.; Ceregini, Andrea; Dagnino, Francesca Maria; Dimitriadis, Yannis; Earp, Jeffrey – Technology, Pedagogy and Education, 2020
The research field of Learning Design (LD) has been active for some time now, but several questions remain open for the scientific community. In particular, the article tackles issues that have been core concerns in LD over the years: (1) how to support the different phases of the LD process; (2) what representations should be used in the various…
Descriptors: Educational Technology, Technology Uses in Education, Planning, Learning Activities
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Esra Kizilay; Nagihan Tanik Önal; Asli Saylan Kirmizigül – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2024
This study presents a rollercoaster activity including virtual reality and following the six-steps engineering design process. In the study, a real-life problem involving a rollercoaster accident was given to 12 pre-service science teachers first. The participants were then asked to imagine, plan, create, and test a rollercoaster without an…
Descriptors: STEM Education, Learning Activities, Computer Simulation, Educational Technology
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Lalita Chaipibal; Thatchai Chittranun – Journal of Practical Studies in Education, 2025
This research aimed to (1) examine the current conditions, desired conditions, and needs regarding active learning management of teachers under the Udonthani Primary Educational Service Area Office 1; and (2) design and develop a program to enhance active learning management among teachers under the same office. The research was conducted in two…
Descriptors: Active Learning, Elementary School Teachers, Faculty Development, Program Development
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Michael Tscholl; Ying Xie; Thomas J. Smith; Wei-Chen Hung – Education and Information Technologies, 2025
In elementary school classrooms, Computational Thinking (CT) teaching often is embedded in problem- or project-based pedagogies and involves programming using Educational Robotics. Little is known, however, about how children solve problems in these contexts, and how task designs influence which CT and problem-solving processes they apply. In this…
Descriptors: Elementary School Students, Task Analysis, Design, Problem Solving
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Chiara Elmi – School Science and Mathematics, 2025
Interactive digital technologies are playing an increasingly important part in education for enhancing collaborative learning processes and improving engagement. Social annotation (SA) tools and collaborative platforms are an innovative way to involve students to give and take feedback, annotate, and brainstorm on complex topics in science,…
Descriptors: Skill Development, Science Process Skills, Thinking Skills, Inquiry
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Marini, Camilla; Agostino, Deborah; Simoni, Loretta – Journal of Museum Education, 2022
Value co-creation unfolds as a system of interactions in which the user and service provider play an active role in collaboratively creating values that go beyond economical and financial worth. Value co-creation is a growing trend in museums; however, little is known about how it can enhance educational activities, especially concerning digital…
Descriptors: Educational Technology, Educational Cooperation, Learning Activities, Design
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Hamza Polat; Elif Taslibeyaz – Education and Information Technologies, 2024
During the COVID-19 pandemic, there was an increase in the use of online courses, which required improvements in their effectiveness. To address this, the online flipped model was suggested as a solution, and this study aimed to assess the efficacy of using interactive instructional videos within an online flipped course design. The study employed…
Descriptors: Video Technology, Interaction, Flipped Classroom, COVID-19
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Song, Yanjie – Educational Technology Research and Development, 2021
Class orchestration with technology is gaining attention in managing multiple learning activities at multiple levels in the past decade. However, there is hardly a holistic picture of the research about class orchestration with technology. To understand how class orchestration with technology could help pedagogical practices, this review article…
Descriptors: Educational Technology, Technology Uses in Education, Learning Activities, Instructional Design
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Chang, Chi-Cheng; Chen, Yiching – Interactive Learning Environments, 2022
This study aims to explore psychomotor performance and perception on task-centered hands-on STEM learning of educational robotics. The study adopted a convergent parallel mixed method to gather both quantitative and qualitative data in the same period of time. Participants were 42 tenth-grade students (25 male students and 17 female students) from…
Descriptors: Mastery Learning, Hands on Science, STEM Education, Robotics
Project Tomorrow, 2025
In support of new local and state discussions about how to most effectively utilize technology in the classroom, Project Tomorrow, in collaboration with Spectrum Business®, is publishing a new series of reports that examine each of the three digital divides (the access, design and use divides) through the lens of the Speak Up Research findings.…
Descriptors: Technology Uses in Education, Access to Computers, Learning Processes, Educational Technology
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Yeoman, Pippa; Ashmore, Nathan – Australasian Journal of Educational Technology, 2018
In response to an acknowledged gap in the literature -- concerning a lack of actionable knowledge about the relations between the designed environment and learning activity -- we make a case for moving the field forward by reframing pedagogical challenges in ergonomic terms in order to reach satisfactory epistemic resolutions. This article…
Descriptors: Epistemology, Physical Environment, Teaching Methods, Models
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Anuradha Peramunugamage; Uditha W. Ratnayake; Shironica P. Karunanayaka; Chulantha L. Jayawardena – Asian Association of Open Universities Journal, 2024
Purpose: This article explores the impact of systematically designed online collaborative activities in two engineering undergraduate modules and key considerations for student interaction in Moodle. Design/methodology/approach: The educational design research approach was chosen to improve educational practices through iterative needs analysis,…
Descriptors: Educational Technology, Cooperation, Learning Activities, Electronic Learning
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