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Bahar Memarian; Tenzin Doleck – Education and Information Technologies, 2024
There is a need to conceptualize a multidimensional taxonomy for learner-AI interaction. This conceptual/perspective article shares recent work on AI learner education and further presents new conceptions for a multidimensional taxonomy for learner-AI interaction. A review of the literature is conducted (N = 11). Open coding is used to summarize…
Descriptors: Journal Articles, Artificial Intelligence, Taxonomy, Man Machine Systems
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Wonkyung Choi; Jun Jo; Geraldine Torrisi-Steele – International Journal of Adult Education and Technology, 2024
Despite best efforts, the student experience remains poorly understood. One under-explored approach to understanding the student experience is the use of big data analytics. The reported study is a work in progress aimed at exploring the value of big data methods for understanding the student experience. A big data analysis of an open dataset of…
Descriptors: College Students, Data Analysis, Data Collection, Learning Analytics
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Dieumegard, Gilles; de Vries, Erica; Perrin, Nicolas – International Journal of Research & Method in Education, 2021
This paper aims at examining the use of a theoretical and methodological framework originating in ergonomics, the 'course-of-action method', in the study of individual learning processes in naturally occurring situations. This framework investigates the course of lived experience of each individual. Thus, in addition, to her/his thinking, it…
Descriptors: Learning Processes, Human Factors Engineering, Guidelines, Video Technology
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Whyte, Elisabeth M.; Smyth, Joshua M.; Scherf, K. Suzanne – Journal of Autism and Developmental Disorders, 2015
The design of "Serious games" that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism.…
Descriptors: Intervention, Autism, Educational Games, Design Requirements
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Reyes, Jacqueleen A. – TechTrends: Linking Research and Practice to Improve Learning, 2015
This paper examines the current state of learning analytics (LA), its stakeholders and the benefits and challenges these stakeholders face. LA is a field of research that involves the gathering, analyzing and reporting of data related to learners and their environments with the purpose of optimizing the learning experience. Stakeholders in LA are…
Descriptors: Learning Experience, Stakeholders, Educational Research, Program Effectiveness
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Greener, Susan – Campus-Wide Information Systems, 2009
Purpose: The purpose of this paper is to reflect on the value and constraints of varied online communication tools from web 2.0 to e-mail in a higher education (HE) teaching and learning context, where these tools are used to support or be the main focus of learning. Design/methodology/approach: A structured reflection is produced with the aid of…
Descriptors: Computer Mediated Communication, Learning Experience, Teaching Methods, Reflection
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Wright, Clayton R.; Dhanarajan, Gajaraj; Reju, Sunday A. – International Review of Research in Open and Distance Learning, 2009
This article explores a number of challenges faced by e-learning or distance educators in developing and emerging countries, provides a context for many of the challenges, and outlines some measures devised to overcome them. These educators must determine a sound rationale for employing online learning, recognize that technology is only part of…
Descriptors: Distance Education, Online Courses, Learning Experience, Educational Resources