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Jan, Mingfong; Gaydos, Matthew – Educational Technology, 2016
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Descriptors: Educational Practices, Educational Research, Educational Games, Learning Strategies
Linder-VanBerschot, Jennifer A.; Summers, Laura L. – Quarterly Review of Distance Education, 2015
As we strive to provide quality and sustainable online learning experiences, we must frame instructional design decisions around learners' current needs and interaction with technology. This article explores the implications of technology transience on instructional design. We provide numerous examples of programs assuming a purposeful approach to…
Descriptors: Instructional Design, Technological Advancement, Influence of Technology, Learning Experience
Lin, Yu-Ju; Kim, ChanMin – Educational Technology, 2013
Most classrooms in the U.S. are composed of students with different learning styles and experiences as well as different achievement levels (Ferguson, 2001). Personalized learning is a unique way of students' learning determined by their own learning style, pace, and needs. Focusing on individual differences, personalized instruction aims to…
Descriptors: Guidelines, Technology Integration, Technology Uses in Education, Design Preferences
Kurt, Serhat – Computers in the Schools, 2012
A WebQuest is an inquiry-based online learning technique. This technique has been widely adopted in K-16 education. Therefore, it is important that conditions of effective WebQuest design are defined. Through this article the author presents techniques for improving WebQuest design based on current research. More specifically, the author analyzes…
Descriptors: Literature Reviews, Performance Factors, Online Courses, Electronic Learning
Redd, Jennifer; Schmidt-Crawford, Denise – Journal of Open, Flexible and Distance Learning, 2011
This study focused on the potential for building 25 high-school students' word knowledge by using a mobile learning device and gaming app. Using a game as an instructional tool is a portable way for students to engage with content. The amount of vocabulary mastered after using the app on the mobile device was examined in relation to a pre-test and…
Descriptors: High School Students, Vocabulary Development, Courseware, Handheld Devices
Black, Deb – 1998
This paper discusses the three types of online learning-- asynchronous collaborative learning, sametime collaborative learning, and self-paced learning--and how these modes are supported by the Lotus LearningSpace product. The following requirements for distributed learning technology are then considered: (1) flexibility, specifically the…
Descriptors: Computer Mediated Communication, Computer Software, Computer Uses in Education, Cooperative Learning