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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
Artym, Corbett; Carbonaro, Mike; Boechler, Patricia – Australian Educational Computing, 2016
There is a growing interest in the application of digital games to enhance learning across many educational levels. This paper investigates pre-service teachers' ability to operationalize the learning principles that are considered part of a good digital game (Gee, 2007) by designing digital games in Scratch. Forty pre-service teachers, enrolled…
Descriptors: Preservice Teachers, Educational Technology, Instructional Design, Surveys
Frattari, Antonio; Dalpra, Michela; Bernardi, Fabio – International Journal of Technology and Design Education, 2013
An interdisciplinary partnership within an European Leonardo da Vinci project has developed a new approach aimed at educating secondary school students in the creation of built environments accessible to disabled people and at sensitizing them towards the inclusion of people with disabilities in all realms of social life. The AWARD (Accessible…
Descriptors: Foreign Countries, Electronic Learning, Computer Software, Instructional Design
Andrade, Javier; Ares, Juan; Garcia, Rafael; Rodriguez, Santiago; Seoane, Maria; Suarez, Sonia – Computers & Education, 2008
The current development approaches for e-learning systems fail to explain in a clear and consistent way the pedagogical principles that support them. Moreover, decisions with regard to the structuration of each component proposed by these approaches are mainly taken by the designer/developer. As a result, the ensuing e-learning systems reflect…
Descriptors: Knowledge Management, Educational Principles, Guidelines, Instructional Design
Donald, Claire; Blake, Adam; Girault, Isabelle; Datt, Ashwini; Ramsay, Elizabeth – Distance Education, 2009
Digital technologies have been used increasingly in open, distance, and flexible learning to both facilitate learning and depict learning designs. While the portable nature of a learning design once captured in digital form appears to offer limitless possibilities for sharing and reuse, dissemination initiatives have failed to thrive. This may be…
Descriptors: Instructional Design, Beliefs, Educational Principles, Educational Philosophy
Isotani, Seiji; Mizoguchi, Riichiro; Inaba, Akiko; Ikeda, Mitsuru – Computers & Education, 2010
One of the most useful ways to enhance collaboration is to create scenarios where learners are able to interact more effectively. Nevertheless, the design of pedagogically sound and well-thought-out collaborative learning scenarios is a complex issue. This is due to the context of group learning where the synergy among learners' interactions…
Descriptors: Instructional Design, Artificial Intelligence, Instructional Effectiveness, Group Dynamics
Alvino, Serena; Asensio-Perez, Juan I.; Dimitriadis, Yannis; Hernandez-Leo, Davinia – Distance Education, 2009
Distance and blended collaborative learning settings are usually characterized by different "social structures" defined in terms of groups' number, dimension, and composition; these structures are variable and can change within the same activity. This variability poses additional complexity to instructional designers, when they are…
Descriptors: Social Structure, Educational Principles, Cooperative Learning, Case Studies
Gray, Kathleen; Thompson, Celia; Sheard, Judithe; Clerehan, Rosemary; Hamilton, Margaret – Australasian Journal of Educational Technology, 2010
Students now have at their disposal a range of Web 2.0 authoring forms such as audio and video podcasting, blogging, social bookmarking, social networking, virtual world activities and wiki writing. Many university educators are interested in enabling students to demonstrate their learning by creating content in these forms. However, the design…
Descriptors: Student Evaluation, Integrity, Educational Quality, Educational Assessment
Basham, James D.; Meyer, Helen; Perry, Ernest – Journal of Research on Technology in Education, 2010
In this study, we introduce the digital backpack as a means for creating a rich learning experience for students of multiple ages. Development, design, and refinement of the digital backpack are grounded in the theoretical framework of Universal Design for Learning using a Design-Based Research (DBR) model. This article presents the design and…
Descriptors: Access to Education, Museums, Slavery, Freedom
Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature
Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
Keller, John M. – Distance Education, 2008
Technology-assisted learning systems are being developed at ever increasing rates, and the labels applied to such systems are growing with them. For example, not only do we have e-learning, but we also have hybrid learning, online learning, and mobile learning (m-learning), to mention only a few. Considering that technology is being incorporated…
Descriptors: Online Courses, Learning Motivation, Educational Technology, Educational Principles
Jones, Norah; Blackey, Haydn; Fitzgibbon, Karen; Chew, Esyin – Computers & Education, 2010
To understand the student experience on social software, the research aims to explore the disruptive nature and opportunity of social networking for higher education. Taking four universities, the research: (1) identifies the distinction between the students' current usage of social software; (2) reports on the students' experience on…
Descriptors: Electronic Learning, Social Life, Student Experience, Educational Technology
Samarawickrema, Gayani; Benson, Robyn; Brack, Charlotte – Australasian Journal of Educational Technology, 2010
This paper reports on a collaborative staff development activity run across two Australian universities, for academic staff integrating Web 2.0 technologies into their teaching. It describes a three-week long virtual workshop on teaching with wikis, where participants in two groups developed a group project as students and then assessed the work…
Descriptors: Workshops, Faculty Development, Models, Educational Strategies
Bunch, John M. – Journal of Information Technology Education, 2009
Vocational education by its nature has a need for delivery methods that place a strong focus on the relationship between school and work and seeks to deliver instruction in a manner that bridges the two as seamlessly as possible. This paper presents a curriculum and constructivist-based instructional delivery approach, designed to emphasize a…
Descriptors: Constructivism (Learning), Curriculum Development, Teaching Methods, Postsecondary Education

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