Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
ALT-J: Research in Learning… | 1 |
Association for Educational… | 1 |
Computers & Education | 1 |
Educational Technology &… | 1 |
Information and Learning… | 1 |
Journal of Autism and… | 1 |
ProQuest LLC | 1 |
Themes in Science and… | 1 |
Author
Ahmad, Rodina | 1 |
Ang, Rebecca P. | 1 |
Banire, Bilikis | 1 |
Gardeli, Anna | 1 |
Goh, Dion Hoe-Lian | 1 |
Huan, Vivien S. | 1 |
Jomhari, Nazean | 1 |
Jones, Marshall G. | 1 |
Joy, Mike | 1 |
Kaibel, Andreas | 1 |
Kravcik, Milos | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 4 |
Reports - Descriptive | 2 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Secondary Education | 2 |
Middle Schools | 2 |
Early Childhood Education | 1 |
Elementary Education | 1 |
Grade 1 | 1 |
Grade 2 | 1 |
Grade 3 | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
Higher Education | 1 |
Intermediate Grades | 1 |
More ▼ |
Audience
Location
China | 1 |
Finland | 1 |
Greece | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Laurie A. Coker – ProQuest LLC, 2022
This developmental research aims to: (1) examine the developmental processes of the application called MagicSpells, a haptically-enhanced, digital, vocabulary acquisition application design for learners with dyslexia, (2) investigate the structure and design of the application, and (3) analyze the results of the reviews and usability tests…
Descriptors: Educational Technology, Computer Software, Vocabulary Development, Dyslexia
Seo, JooYoung; Richard, Gabriela T. – Information and Learning Sciences, 2021
Purpose: In response to the underexplored need for holistically inclusive makerspaces for learning, we put propose the "SCAFFOLD" framework, which considers equity, inclusion and accessibility in the design of spaces and activities for socioculturally diverse learners. Design/methodology/approach: This paper proposes a universal design…
Descriptors: Inclusion, Creative Activities, Guidelines, Student Diversity
Banire, Bilikis; Jomhari, Nazean; Ahmad, Rodina – Journal of Autism and Developmental Disorders, 2015
The effect of education on children with autism serves as a relative cure for their deficits. As a result of this, they require special techniques to gain their attention and interest in learning as compared to typical children. Several studies have shown that these children are visual learners. In this study, we proposed a Visual Hybrid…
Descriptors: Autism, Children, Visual Learning, Instructional Design
Tan, Jean Lee; Goh, Dion Hoe-Lian; Ang, Rebecca P.; Huan, Vivien S. – Computers & Education, 2013
This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully embodied in the final game. Two methods, heuristic evaluation and participatory design, were adopted to assess whether the features of the game pose…
Descriptors: Educational Games, Computer Games, Problem Solving, Interpersonal Competence
Skiada, Roxani; Soroniati, Eva; Gardeli, Anna; Zissis, Dimitrios – Themes in Science and Technology Education, 2014
Dyslexia is one of the most common learning difficulties affecting approximately 15 to 20 per cent of the world's population. A large amount of research is currently being conducted in exploring the potential benefits of using Information & Communication Technologies as a learning platform for individuals and especially children with such…
Descriptors: Dyslexia, Learning Disabilities, Children, Computer Oriented Programs
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Jones, Marshall G. – 1999
This paper reports the findings of an ongoing study of engagement in computer-based learning environments. The purpose of the study was to look at what engages people in computer games and to see how those patterns of engagement might be used within computer-based learning environments. The age of participants ranged from four to adulthood.…
Descriptors: Adolescents, Adults, Children, Computer Games
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Instructional Design, Electronic Learning, Leadership
Kravcik, Milos; Kaibel, Andreas; Specht, Marcus; Terrenghi, Lucia – Educational Technology & Society, 2004
Current e-Learning is based on learning management systems that provide certain standard services--course authoring and delivery, tutoring, administration and collaboration facilities. Rapid development of mobile technologies opens a new area of m-Learning to enhance the current educational opportunities. Field trips are a relevant part of the…
Descriptors: Field Trips, Internet, Instructional Innovation, Data Collection