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Anneli Dyrvold; Ida Bergvall – LUMAT: International Journal on Math, Science and Technology Education, 2023
Contemporary comprehensive mathematics teaching material covering whole courses has developed substantially from the early versions that roughly were 'books as pdf' with some complementary online material. In teaching materials that are offered in online web portals (digital teaching platforms) a variety of dynamic and interactive elements can be…
Descriptors: Mathematics Instruction, Instructional Materials, Educational Technology, Electronic Learning
J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning
Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Sampson, Demetrios G., Ed. – Cognition and Exploratory Learning in the Digital Age, 2022
This volume focuses on the implications of digital technologies for educators and educational decision makers that are not widely represented in the literature. The chapters contained in the volume are based on the presentations at the 2020 edition of the CELDA conference and cover multiple developments in the field such as deploying learning…
Descriptors: Educational Technology, Electronic Learning, Technology Integration, Teaching Methods
Stárková, Tereza; Lukavský, Jirí; Javora, Ondrej; Brom, Cyril – Journal of Computer Assisted Learning, 2019
Anthropomorphizing graphical elements in multimedia learning materials improves learning outcomes. The reasons for enhanced learning are unclear. We extended a seminal anthropomorphism study in order to examine whether the effect of anthropomorphisms on learning outcomes, both immediate and delayed, is caused by the anthropomorphized elements'…
Descriptors: Multimedia Instruction, Educational Technology, Technology Uses in Education, Learning
Rho, Edison; Chan, Kenney; Varoy, Elliot John; Giacaman, Nasser – IEEE Transactions on Learning Technologies, 2020
There is a pressing need for effective pedagogical methods of manual languages, as evident in the decline of manual languages, such as New Zealand Sign Language (NZSL). Despite being recognized as one of New Zealand's official languages, recent censuses have shown that fluent NZSL signers have been steadily decreasing. There is a cultural…
Descriptors: Experiential Learning, Computer Simulation, Educational Technology, Technology Uses in Education
Plass, Jan L.; Homer, Bruce D.; MacNamara, Andrew; Ober, Teresa; Rose, Maya C.; Pawar, Shashank; Hovey, Chris M.; Olsen, Alvaro – Grantee Submission, 2019
What is the affective quality of specific design features of game characters? The Integrative Model of Emotion in Game-based Learning (EmoGBL) describes common mechanisms of how emotion and learning processes interact to foster specific learning outcomes. In the present paper, we asked how color, shape, expression, and dimensionality of game…
Descriptors: Educational Games, Game Based Learning, Educational Technology, Technology Uses in Education
Subramony, Deepak Prem; Molenda, Michael; Betrus, Anthony K.; Thalheimer, Will – Educational Technology, 2014
Critics have been attempting to debunk the mythical retention chart at least since 1971. The earliest critics, David Curl and Frank Dwyer, were addressing just the retention data. Beginning around 2002, a new generation of critics has taken on the illegitimate combination of the retention chart and Edgar Dale's Cone of Experience--the corrupted…
Descriptors: Educational Research, Research Methodology, Validity, Data Collection
Subramony, Deepak Prem; Molenda, Michael; Betrus, Anthony K.; Thalheimer, Will – Educational Technology, 2014
The authors are attempting to set the record straight regarding the sources frequently cited in the literature of the mythical retention chart and the corrupted Dale's Cone. They point out citations that do not actually connect with relevant works; provide correct citations of sources that are often cited erroneously; add references for overlooked…
Descriptors: Educational Research, Research Methodology, Validity, Data Collection
Rao, Dhawaleswar C. H.; Saha, Sujan Kumar – Journal of Educational Computing Research, 2019
Immersive learning is one of the leading trends in education. Immersive learning uses a simulated or artificial environment for a better learning experience. Design of intelligent learning platform and motivating content development is one key aspect of immersive learning. In this article, we propose an intelligent computer-assisted learning…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Assisted Instruction
Eriksson, Urban; Pendrill, Ann-Marie – Physics Education, 2019
Vertical amusement rides let your body experience the tickling sensation of feeling light, but also feeling much heavier than as usual, due to velocity changes as you move up and down. Family rides offer different possibilities to visualize the forces that are experienced by your accelerating body. This paper presents a number of different ways to…
Descriptors: Physics, Science Instruction, Scientific Concepts, Telecommunications
Holsanova, Jana – Journal of Visual Literacy, 2020
Today's scientific texts are complex and multimodal. Due to new technology, the number of images is increasing, as is their diversity and complexity. Interaction with complex texts and visualizations becomes a challenge. How can we help readers and learners achieve multimodal literacy? We use data from the audio description of a popular scientific…
Descriptors: Multiple Literacies, Language Usage, Visual Aids, Protocol Analysis
Escudeiro, Paula; Teixeira, Dirceu; Galasso, Bruno; Neto, Nuno; Costa, Flávio – International Association for Development of the Information Society, 2019
Serious games have a great potential to help people developing new skills or improving previously existing ones. Deaf and blind community face considerable challenges and difficulties regarding to the acquisition of skills in literacy. The design of serious games to meet the needs of the target groups where the deaf and blind people are struggling…
Descriptors: Skill Development, Game Based Learning, Deafness, Blindness
Bottge, Brian A.; Ma, Xin; Gassaway, Linda J.; Jones, Megan; Gravil, Meg – Remedial and Special Education, 2021
Learning to compute with fractions is a major challenge for many students and especially for students with disabilities (SWD). Phase 1 of this study employed a randomized pretest-posttest comparison design to test the effects of two versions of formative assessment combined with an instructional program called Fractions at Work. In one condition,…
Descriptors: Formative Evaluation, Fractions, Computation, Students with Disabilities
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2019
A key benefit in intelligent Computer Assisted Language Learning (iCALL) is that it allows complex linguistic phenomena to be incorporated into digital learning platforms, either for the autonomous learner or to complement classroom teaching. The present paper describes (1) complex phonological/ morphophonemic alternations of Irish, which are…
Descriptors: Computer Assisted Instruction, Educational Technology, Technology Uses in Education, Second Language Learning
Vosinakis, Spyros; Anastassakis, George; Koutsabasis, Panayiotis – British Journal of Educational Technology, 2018
Logic Programming (LP) follows the declarative programming paradigm, which novice students often find hard to grasp. The limited availability of visual teaching aids for LP can lead to low motivation for learning. In this paper, we present a platform for teaching and learning Prolog in Virtual Worlds, which enables the visual interpretation and…
Descriptors: Programming, Educational Technology, Technology Uses in Education, Simulated Environment

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