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Haijun Zeng Ed.; Jiahao Liu Ed.; Di Wu Ed.; Lijie Yue Ed. – Lecture Notes in Educational Technology, 2023
This book presents 28 practical case studies in detail and 49 case studies in brief. The collection of these case studies focuses on one or more aspects of exploration and practice on the following topics: smart campus and smart classroom, resource construction and sharing, new teaching mode, comprehensive quality evaluation of students, teacher…
Descriptors: Foreign Countries, Best Practices, Educational Technology, Technology Uses in Education
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Kovalkov, Anastasia; Paassen, Benjamin; Segal, Avi; Gal, Kobi; Pinkwart, Niels – International Educational Data Mining Society, 2021
Promoting creativity is considered an important goal of education, but creativity is notoriously hard to define and measure. In this paper, we make the journey from defining a formal creativity and applying the measure in a practical domain. The measure relies on core theoretical concepts in creativity theory, namely fluency, flexibility, and…
Descriptors: Creativity, Theory Practice Relationship, Evaluators, Specialists
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Canady, Fawn; Scott, Chyllis E.; Hicks, Troy – Journal of Language and Literacy Education, 2020
Tensions between high school writing curricula and students' lived literacies persist in spite of burgeoning research in multimodal composition. Drawn from the second iteration of a multi-year formative experiment, this narrative explores the dissonance stemming from the meeting of these two worlds in a project titled Digital Self Portrait. This…
Descriptors: Grade 10, High School Students, Writing Instruction, Electronic Publishing
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Yi Jin – International Journal of Designs for Learning, 2021
This design case shows a course designed for teaching preservice teachers about how to design literacy-infused STEAM learning experiences that involve both making and the use of educational technology at a large Midwestern land-grant university in the U.S. This course emphasizes the high-tech making activities in PK-12 formal education that offers…
Descriptors: Preservice Teacher Education, STEM Education, Art Education, Design
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Ko, Eunhye; Lim, Kyu Yun; Joo, Soo Hyoung; Resta, Paul E. – Journal of Technology and Teacher Education, 2021
The unforeseen school closures in response to COVID-19 have brought unique challenges to teachers, who were required to not only flexibly shift between on- and off-line learning but also safely promote student-centered and collaborative learning in socially distanced remote and on-campus classrooms. Teachers in South Korea, one of the first…
Descriptors: Foreign Countries, Blended Learning, Educational Technology, Technology Uses in Education
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Hussin, Anealka Aziz – International Journal of Education and Literacy Studies, 2018
Almost everyone is talking about the 4th Industrial Revolution (4IR). The 4IR wave is so strong that change is inevitable, including within the education setting, making Education 4.0 the famous buzzword among educationists today. What is Education 4.0? Do educators really understand it or they simply follow what others are doing. Education 4.0 is…
Descriptors: Educational Change, Teaching Skills, Student Attitudes, Electronic Learning
Hunsinger-Hoff, Susan – Center on Innovations in Learning, Temple University, 2016
This guide provides a trove of information on digital tools and practical examples that educators can use in classrooms both to create a personalized learning environment for students and to focus that learning on skills needed for success in the 21st century. Based on research (Redding, 2012) and U.S. Department of Education policy (2010), the…
Descriptors: Educational Technology, Technology Uses in Education, Flipped Classroom, Student Projects
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Jewpanich, Chaiwat; Piriyasurawong, Pallop – International Education Studies, 2015
This research aims to 1) develop the project-based learning using discussion and lesson-learned methods via social media model (PBL-DLL SoMe Model) used for enhancing problem solving skills of undergraduate in education student, and 2) evaluate the PBL-DLL SoMe Model used for enhancing problem solving skills of undergraduate in education student.…
Descriptors: Student Projects, Active Learning, Discussion (Teaching Technique), Social Networks
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Kokotsaki, Dimitra; Menzies, Victoria; Wiggins, Andy – Improving Schools, 2016
Project-based learning (PBL) is an active student-centred form of instruction which is characterised by students' autonomy, constructive investigations, goal-setting, collaboration, communication and reflection within real-world practices. It has been explored in various contexts and in different phases of schooling, from primary to higher…
Descriptors: Active Learning, Student Projects, Literature Reviews, Quasiexperimental Design
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Barrett, Bob – Contemporary Issues in Education Research, 2012
Universities need to assess student learning in order to determine if they are reaching the needs of the students, linking learning to course objectives, and determining if their courses have academic rigor. While many courses focus on the immediate course learning objectives, the use of final program projects and program assessments are becoming…
Descriptors: Online Courses, Electronic Learning, Practicums, College Students
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Wicks, David; Craft, Baine B.; Lee, Donghun; Lumpe, Andrew; Henrikson, Robin; Baliram, Nalline; Bian, Xu; Mehlberg, Stacy; Wicks, Katy – Online Learning, 2015
Researchers in a recent study found that online students' ability to self-regulate led to more focused attention and time on task, and in turn, these skills could lead to better learning. Given the need for more theoretical work in this area, as well as the potential practical benefits from the use of these pedagogical strategies, we sought to…
Descriptors: Electronic Learning, Cooperative Learning, Learning Strategies, Self Management
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Sweetser, Penelope – Journal of Learning Design, 2013
Level design is often characterised as "where the rubber hits the road" in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there…
Descriptors: Design, Educational Games, Action Research, Educational Technology
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Zheng, Binbin; Niiya, Melissa; Warschauer, Mark – Technology, Pedagogy and Education, 2015
While collaborative learning and collaborative writing can be of great value to student learning, the implementation of a technology-supported collaborative learning environment is a challenge. With their built-in features for supporting collaborative writing and social communication, wikis are a promising platform for collaborative learning;…
Descriptors: Cooperative Learning, Collaborative Writing, Web Sites, Web 2.0 Technologies
Bender, William N. – Corwin, 2012
Project-based learning has emerged as one of today's most effective instructional practices. In PBL, students confront real-world issues and problems, collaborate to create solutions, and present their results. This exciting new book describes how PBL fosters 21st century skills and innovative thinking. The author provides instructional…
Descriptors: Educational Strategies, Student Projects, Socialization, Active Learning
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Safar, Ammar H.; AlKhezzi, Fahad A. – College Student Journal, 2013
Personal computers, the Internet, smartphones, and other forms of information and communication technology (ICT) have changed our world, our job, our personal lives, as well as how we manage our knowledge and time effectively and efficiently. Research findings in the past decades have acknowledged and affirmed that the content the ICT medium…
Descriptors: Educational Technology, Comparative Analysis, Experimental Groups, Control Groups
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