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Showing 1 to 15 of 16 results Save | Export
Shi, Genghu; Wang, Lijia; Zhang, Liang; Shubeck, Keith; Peng, Shun; Hu, Xiangen; Graesser, Arthur C. – Grantee Submission, 2021
Adult learners with low literacy skills compose a highly heterogeneous population in terms of demographic variables, educational backgrounds, knowledge and skills in reading, self-efficacy, motivation etc. They also face various difficulties in consistently attending offline literacy programs, such as unstable worktime, transportation…
Descriptors: Intelligent Tutoring Systems, Adult Literacy, Adult Students, Reading Comprehension
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Ibili, Emin – International Journal of Progressive Education, 2019
The aim of this study was to explain the relationship between cognitive load and the effects of augmented reality (AR) learning environments. To achieve this aim, firstly, the studies of systematic literature reviews on the potential and limitations of AR learning environments were examined. Afterwards, the effect of AR was categorized in terms of…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Educational Technology
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Al-Sakkaf, Abdullah; Omar, Mazni; Ahmad, Mazida – Computer Science Education, 2019
Background and Context: In spite of the decades spent developing software visualization (SV), doubts still remain regarding their effectiveness. Furthermore, student engagement plays an important role in improving SV effectiveness as it is correlated with many positive academic outcomes. It has been shown that the existing SV has failed to engage…
Descriptors: Learner Engagement, Computer Software, Outcomes of Education, Computer Interfaces
Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Learning Laboratories, Electronic Learning, Experiential Learning, Student Needs
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Koorsse, Melisa; Olivier, Werner; Greyling, Jean – Journal of Information Technology Education: Innovations in Practice, 2014
Assessment for learning has an important role to play in self-regulated learning but the assessment interface can impact learner motivation and performance. Learners are able to assess their knowledge of learning content and, through repeated assessment and high-quality feedback, close the gap between their current performance and the performance…
Descriptors: Self Management, Student Motivation, Student Centered Learning, Multiple Choice Tests
Koshino, Makoto; Kojima, Yuki; Kanedera, Noboru – Online Submission, 2013
Educational materials of embedded systems are currently used in many educational institutions. However, they have difficulties in arousing the interest of students. One of the reasons is that a poor CPU (central processing unit), which has been loaded in the current materials, cannot execute the multimedia processing. In order to make the…
Descriptors: Foreign Countries, Instructional Design, Multimedia Materials, Computer System Design
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Fernandez-Lopez, Alvaro; Rodriguez-Fortiz, Maria Jose; Rodriguez-Almendros, Maria Luisa; Martinez-Segura, Maria Jose – Computers & Education, 2013
Students with special education have difficulties to develop cognitive abilities and acquire new knowledge. They could also need to improve their behavior, communication and relationships with their environment. The development of customizable and adaptable applications tailored to them provides many benefits as it helps mold the learning process…
Descriptors: Foreign Countries, Electronic Learning, Educational Needs, Student Needs
Beatty, Ian D. – Online Submission, 2011
Through research and personal experience, we have found that the most crucial factors determining who succeeds with clicker-based teaching, who gives up, and who merely muddles along have far more to do with instructors' deeper attitudes, models, and professional thought habits than with which "best practices" they try or what support they…
Descriptors: Student Motivation, Student Behavior, Handheld Devices, Computer Interfaces
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Fernandez, Vicenc; Simo, Pep; Sallan, Jose M. – Computers & Education, 2009
The literature has frequently highlighted the usefulness of podcasting in higher education; however, there is an important gap between the theory on good practice in higher education and empirical studies about podcasting. With this in mind, we carried out an empirical study on an undergraduate degree course in Information Systems Management. The…
Descriptors: Higher Education, Student Motivation, Teaching Methods, Undergraduate Study
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Virvou, Maria; Katsionis, George – Computers & Education, 2008
Educational software games aim at increasing the students' motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more…
Descriptors: Educational Games, Computers, Computer Software, Computer Simulation
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Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris – British Journal of Educational Technology, 2010
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Descriptors: Urban Areas, Virtual Classrooms, Science Education, Science Curriculum
Moses, Oyelami Olufemi – Online Submission, 2008
More recent motivational research focuses on the identification of effective techniques for enhancing instructional design and meeting the needs of diverse student populations (Wlodkowski R. J., 1981). Learning-motivation researchers are applying some of the same theories and concepts found to be effective in industry to the development of…
Descriptors: Instructional Design, Educational Technology, Instructional Improvement, Models
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Glahn, Christian; Specht, Marcus; Koper, Rob – Educational Technology & Society, 2009
Contextualised and ubiquitous learning are relatively new research areas that combine the latest developments in ubiquitous and context aware computing with educational approaches in order to provide structure to more situated and context aware learning. The majority of recent activities in contextualised and ubiquitous learning focus on mobile…
Descriptors: Interaction, Group Activities, Learner Engagement, Student Participation
Gerard, Fabienne; Greene, Martina; Widener, Jamey – 1999
This descriptive study investigates the uses of SMART Board, an interactive electronic whiteboard, in secondary school foreign language classes. The paper first discusses how SMART Board can facilitate the teaching process. SMART Board supports the foreign language teaching process in three main ways: it helps the presentation of new linguistic…
Descriptors: Computer Assisted Instruction, Computer Interfaces, Computer Software, Computer Software Evaluation
Khan, Badrul, Ed. – Information Science Publishing, 2007
Flexible Learning in an Information Society uses a flexible learning framework to explain the best ways of creating a meaningful learning environment. This framework consists of eight factors--institutional, management, technological, pedagogical, ethical, interface design, resource support, and evaluation--and a systematic understanding of these…
Descriptors: Educational Environment, Learning, Satisfaction, Student Surveys
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