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Showing 1 to 15 of 24 results Save | Export
Seok-Joo Kwak – ProQuest LLC, 2020
Since the beginning of the development of massive open online courses (MOOCs), these and other online learning environments have been considered as potential partial solutions to some persistent problems in higher education. These learning environments, while they have great educational value, have not been as effective as they could be, because…
Descriptors: MOOCs, Online Courses, Educational Technology, Intervention
Sargent, Amanda R. – ProQuest LLC, 2017
Instructional technology use in United States preschool classrooms remains a limited and widely debated practice. In urban communities, preparing preschool students for academic, social, and economic success is further threatened by the well-documented digital divide. This qualitative phenomenological study included ten subjects and examined the…
Descriptors: Urban Teaching, Preschool Teachers, Educational Technology, Technology Integration
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Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy – Educational Media International, 2015
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Descriptors: Literature Reviews, Educational Games, Handheld Devices, Courseware
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Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
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Hill, Jennifer; Nelson, Amanda; France, Derek; Woodland, Wendy – Journal of Geography in Higher Education, 2012
This paper examines undergraduate student perceptions of the learning utility of video podcasts. The perceived and actual effectiveness of the technology was assessed by written questionnaire, focus groups and assessment results. The podcasts were perceived as effective in supporting learning, largely by offering a flexible and visual learning…
Descriptors: Video Technology, Constructivism (Learning), Undergraduate Students, Focus Groups
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Diamond, Susannah; Middleton, Andrew; Mather, Richard – Innovations in Education and Teaching International, 2011
This paper proposes a cross-faculty simulation model for authentic learning that bridges the gap between short group-based simulations within the classroom and longer individual placements in professional working contexts. Dissemination of the model is expected to widen the use of authentic learning approaches in higher education (HE). The model…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Simulation
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Wilson, Jay – Collected Essays on Learning and Teaching, 2012
The College of Education Technology Group is a pilot program that supports teacher candidates in developing an understanding of the integration of technology. By engaging teacher candidates with local schools the program is enhancing technology-based learning in the classroom for high school students, especially those from First Nations and other…
Descriptors: Educational Technology, Preservice Teachers, Preservice Teacher Education, Technology Integration
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Abdous, M'hammed; Facer, Betty Rose; Yen, Cherng-Jyh – Computers & Education, 2012
With podcasting gaining more mainstream adoption in higher education, it's critical to examine its effectiveness in improving the student learning experience. To this end, this paper examines the effectiveness of podcasts integrated into the curriculum (PIC) versus podcasts as supplemental material (PSM). Considering recent empirical work on the…
Descriptors: Academic Achievement, Program Effectiveness, Comparative Analysis, Learning Experience
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Blount, Yvette; McNeill, Margot – International Journal of Educational Management, 2011
Purpose: As educational technologies are more widely adopted in higher education teaching and learning, publishers often include online resources to accompany their textbook offerings. The purpose of this paper is to report the results of a study forming part of a larger ongoing evaluation of the third party software product WileyPLUS.…
Descriptors: Independent Study, Program Effectiveness, Educational Technology, Teaching Methods
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Germany, Lisa – Campus-Wide Information Systems, 2011
Purpose: The aim of this paper is to demonstrate that, with a bit of creative thinking, elements of certain university-wide projects (in this case study, establishing an iTunes U site) can be incorporated into student studies and assessment as real-world learning opportunities. Design/methodology/approach: Describes three different approaches…
Descriptors: Program Effectiveness, Educational Technology, Creative Thinking, Learning Experience
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Morris, Neil P. – Bioscience Education, 2010
The aim of this study was to combine podcasts of lectures with mobile assessments (completed via SMS on mobile telephones) to assess the effect on examination performance. Students (n = 100) on a final year, research-led, module were randomly divided into equal sized control and trial groups. The trial group were given access to podcasts/mobile…
Descriptors: Formative Evaluation, Program Effectiveness, Learning Experience, Educational Technology
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Lennon, Jeffrey L. – Simulation & Gaming, 2010
This study sought to evaluate the utility of a Web-based game on the topic of immunity, based upon the work of Nobel Prize winner Ileya Mechnikov. This was accomplished through postgame written debriefing with an oral debriefing follow-up. A qualitative case study was conducted in a nonformal home setting. The participant learned new information,…
Descriptors: Educational Games, Learning Strategies, Learning Experience, Internet
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Anderson, Janice; Barnett, Michael – Journal of Science Education and Technology, 2011
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called "Supercharged!" on pre-service teachers' understanding of electromagnetic concepts compared to students who…
Descriptors: Science Laboratories, Program Effectiveness, Learning Experience, Teaching Methods
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Veletsianos, George; Doering, Aaron – Australasian Journal of Educational Technology, 2010
In this paper we investigate the experiences of elementary school children over a two-year period during which they engaged with a hybrid Adventure Learning program. In addition to delineating Adventure Learning experiences, we report on educational technology implementations in ecologically valid and complex environments, while drawing inferences…
Descriptors: Elementary School Students, Adventure Education, Educational Technology, Learning Experience
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Falloon, Garry – Australasian Journal of Educational Technology, 2010
This paper outlines a study investigating the impact of the use of learning objects on the development of two key competencies from the revised New Zealand Curriculum Framework (Ministry of Education, 2007). It specifically focuses on the key competencies of "thinking" and "relating to others", and explores how teachers in an…
Descriptors: Program Effectiveness, Foreign Countries, Educational Technology, Learning Experience
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