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Limayem, Moez; Cheung, Christy M. K. – Behaviour & Information Technology, 2011
The proliferation and advance of Internet-based technologies create expanded opportunities for educators to provide students with better learning experiences. Although current studies focus mostly on the learning processes and learning outcomes, this article examines the students' usage behaviour with Internet-based learning technologies across…
Descriptors: Technological Advancement, Educational Opportunities, Internet, Computer Assisted Instruction
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Amory, Alan; Molomo, Bolepo; Blignaut, Seugnet – Perspectives in Education, 2011
In this paper, the collaborative development, instantiation, expansion and re-representation as research instrument of the Game Object Model (GOM) are explored from a Cultural Historical Activity Theory perspective. The aim of the paper is to develop insights into the design, integration, evaluation and use of video games in learning and teaching.…
Descriptors: Learning Theories, Video Games, Evaluation Methods, Learning Processes
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Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre – Educational Technology Research and Development, 2011
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…
Descriptors: Knowledge Representation, Evaluation Methods, Measurement Techniques, Guidelines
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Pathak, Suneeta A.; Kim, Beaumie; Jacobson, Michael J.; Zhang, Baohui – International Journal of Computer-Supported Collaborative Learning, 2011
Earlier quantitative studies in computer-supported collaborative learning identified "Productive Failure" (Kapur, Cognition and Instruction 26(3):379-424, "2008") as a phenomenon in which students experiencing relative failures in their initial problem-solving efforts subsequently performed better than others who were in a condition not involving…
Descriptors: Problem Solving, Classroom Environment, Physics, Science Instruction
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Mayer, Richard E. – Learning and Instruction, 2010
The author examines the empirical, methodological, theoretical, and practical contributions of the six studies in this special issue on eye tracking as a tool to study and enhance multimedia learning. The design of learning environments involving graphics should be consistent with a research-based theory of how people learn and evidence-based…
Descriptors: Human Body, Multimedia Instruction, Computer Graphics, Educational Technology
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Casey, Gail – Journal of Information Technology Education: Research, 2013
This article discusses the development of the online spaces that were used to create a learning framework: a student-centred framework that combined face-to-face teaching with online social and participatory media. The author, as part of her Doctoral research study, used action research as a mechanism for continual improvement as she redesigned…
Descriptors: Social Networks, Educational Technology, Action Research, Middle Schools
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Mears, Derrick – Journal of Physical Education, Recreation & Dance, 2012
Today's high degree of technology saturation is creating a generation of learners who exhibit a distinctly different set of learning characteristics than their predecessors. These differences will require health and physical educators to investigate new and innovative strategies in an attempt to meet their unique needs. This article examines four…
Descriptors: Educational Technology, Popular Culture, Marketing, Influence of Technology
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Barab, Sasha; Pettyjohn, Patrick; Gresalfi, Melissa; Volk, Charlene; Solomou, Maria – Computers & Education, 2012
Grounded in our work on designing game-based curriculum, this paper begins with a theoretical articulation of transformational play. Students who play transformationally become protagonists who use the knowledge, skills, and concepts of the educational content to first make sense of a situation and then make choices that actually transform the…
Descriptors: Learning Theories, Curriculum Design, Play, Outcomes of Education
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Fassbender, Eric; Richards, Deborah; Bilgin, Ayse; Thompson, William Forde; Heiden, Wolfgang – Computers & Education, 2012
Game technology has been widely used for educational applications, however, despite the common use of background music in games, its effect on learning has been largely unexplored. This paper discusses how music played in the background of a computer-animated history lesson affected participants' memory for facts. A virtual history lesson was…
Descriptors: Music, Familiarity, Recall (Psychology), History Instruction
Lee, Yen-Ling – ProQuest LLC, 2011
Much research in educational technology has focused mainly on how the technology supports student learning. Research on what teachers need to know in order to appropriately incorporate technology into their teaching has been limited because of the lack of theoretical grounding for understanding teachers' cognitive process of technology integration…
Descriptors: Educational Technology, Technology Integration, Teaching Methods, Educational Research
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Pihlainen-Bednarik, Kaisa; Keinonen, Tuula – International Journal of Environmental and Science Education, 2011
Knowing "what do I know" and thinking about "how do I learn", that is metacognition, is an important element in learning. The Finnish curriculum points out metacognition in the choice of the studying methods. The methods should help the students to become aware of their own learning, to develop better learning strategies, and…
Descriptors: Environmental Education, Learning Strategies, Metacognition, Learning Processes
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Schneckenberg, Dirk; Ehlers, Ulf; Adelsberger, Heimo – British Journal of Educational Technology, 2011
This paper discusses the potential of learning technologies to foster competence development of students. It aims to improve understanding of pedagogical conditions that have to be met to establish a competence orientation in e-learning. We review the literature to summarise recent changes in e-learning, identify attributes of web 2.0…
Descriptors: Electronic Learning, Learning Processes, Educational Technology, Competency Based Education
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Scoresby, Jon; Shelton, Brett E. – Instructional Science: An International Journal of the Learning Sciences, 2011
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…
Descriptors: Educational Technology, Data Analysis, Simulated Environment, Educational Games
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Marušic, M.; Sliško, J. – European Journal of Physics Education, 2012
Quality pedagogical tradition of Central European countries, in which the Croatian school system existed and evolved, helped in the establishment of the Department of Methodology of Teaching (in several disciplines) at the University of Zagreb and other Croatian universities (Split, Rijeka and Osijek). Unfortunately, it was not too long ago that…
Descriptors: Physics, Educational Research, Educational History, Educational Trends
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Okoro, Ephraim – Journal of International Education Research, 2012
Social networking and electronic channels of communication are effective tools in the process of teaching and learning and have increasingly improved the quality of students' learning outcomes in higher education in recent years. The process encourages students' active engagement, collaboration, and participation in class activities and group…
Descriptors: Higher Education, Social Networks, Internet, Computer Mediated Communication
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