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Showing 1 to 15 of 37 results Save | Export
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Alvarez-Melgarejo, Mileidy; Pedraza-Avella, Aura C.; Torres-Barreto, Martha L. – International Journal of Learning Technology, 2023
MOTIVATIC WEB is a software platform in which teachers can co-design activities for their students using three different gamified mechanics. This article presents the results of the technology acceptance evaluation by users. The evaluation considered aspects related to perceived usefulness (PU) and ease of use, behavioural intention to use, and…
Descriptors: College Faculty, Electronic Learning, Computer Software, Computer Uses in Education
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Mei, Bing; May, Lawrence; Heap, Rena; Ellis, Damon; Tickner, Sue; Thornley, Jacqui; Denton, Jamie; Durham, Richard – SAGE Open, 2021
Given the increasing demand for online learning at the tertiary level, there currently exists a need to modify or develop instructional design (ID) models/approaches that can effectively facilitate the collaboration between learning designers and teachers, as well as to research the effectiveness of these models/approaches. Against this backdrop,…
Descriptors: Instructional Design, Online Courses, Models, Cooperation
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Ishan Sudeera Abeywardena – International Review of Research in Open and Distributed Learning, 2023
Extended reality (XR), which encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR), offers powerful affordances for improving teaching and learning experiences in a post-pandemic world. Increasingly, many governments and institutions around the world are making major investments in XR technologies to prepare education…
Descriptors: Computer Simulation, Technology Uses in Education, Sustainable Development, Barriers
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Bohorquez, Carlos; Marquet, Pascal – International Association for Development of the Information Society, 2019
This paper describes the first stages on the development of a design method of digital trainings using the collaborative authoring tool "ALO". Based on the theory of instrumental conflict (Marquet, 2005), this method highlights the necessity of the design digital trainings under the optimal harmonization for users/learners in didactic,…
Descriptors: Instructional Design, Programming, Conflict, Teaching Methods
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Knaus, Thomas – Australian Educational Computing, 2020
When "software takes command", people take fright -- a reaction which frequently accompanies change or novelty. Their fears are understandable, but they also cloud people's view of the potentials that digital tools and digital media hold for society and especially educational contexts. Their fears also define societal debates and…
Descriptors: Computer Software, Information Technology, Cooperation, Design
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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
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Cattaneo, Alberto A. P.; van der Meij, Hans; Aprea, Carmela; Sauli, Florinda; Zahn, Carmen – Interactive Learning Environments, 2019
In this article, we provide a conceptual model for the design of instructional scenarios integrating hypervideo as an instructional tool. The model provides a structural aid for making design decisions about using hypervideo in instruction. We start by introducing the theoretical rationale for hypervideo as a tool, exploiting three different…
Descriptors: Instructional Design, Vignettes, Hypermedia, Interactive Video
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Walsh, Kenneth R.; Hoque, Md Tamjidul; Williams, Kim H. – Journal of Learning in Higher Education, 2017
Human Machine Learning Symbiosis is a cooperative system where both the human learner and the machine learner learn from each other to create an effective and efficient learning environment adapted to the needs of the human learner. Such a system can be used in online learning modules so that the modules adapt to each learner's learning state both…
Descriptors: Online Courses, Learning Motivation, Affective Behavior, Computer Assisted Instruction
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Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
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Garcia, Enrique; Romero, Cristobal; Ventura, Sebastian; de Castro, Carlos – Internet and Higher Education, 2011
This paper describes a collaborative educational data mining tool based on association rule mining for the ongoing improvement of e-learning courses and allowing teachers with similar course profiles to share and score the discovered information. The mining tool is oriented to be used by non-expert instructors in data mining so its internal…
Descriptors: Electronic Learning, Cooperation, Data, Instructional Design
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Koumi, Jack – Journal of Visual Literacy, 2013
This paper argues that pedagogic efficacy of multimedia packages (interactive multimedia presentations) cannot be achieved by experimental research in the absence of a detailed pedagogical screenwriting framework. Following a summary of relevant literature, such a framework is offered, consisting of micro-level design guidelines. The guidelines…
Descriptors: Instructional Design, Guidelines, Visual Literacy, Cognitive Ability
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Robbins, Russell W.; Butler, Brian S. – Journal of Information Systems Education, 2009
Like any infrastructure technology, Virtual World (VW) platforms provide affordances that facilitate some activities and hinder others. Although it is theoretically possible for a VW platform to support all types of activities, designers make choices that lead technologies to be more or less suited for different learning objectives. Virtual World…
Descriptors: Computer Assisted Instruction, Barriers, Educational Objectives, Teaching Methods
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Huang, Yueh-Min; Liu, Chien-Hung – Computers & Education, 2009
One of the key challenges in the promotion of web-based learning is the development of effective collaborative learning environments. We posit that the structuration process strongly influences the effectiveness of technology used in web-based collaborative learning activities. In this paper, we propose an ant swarm collaborative learning (ASCL)…
Descriptors: Intelligence, Educational Technology, Internet, Instructional Effectiveness
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Baudin, Veronique; Villemur, Thierry – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to present two classes of distance learning experiments, with feedbacks. The experiments are based on constructivism theory. Design/methodology/approach: The paper adopts an experimental approach. Experiments are made with students. The assessments come from an analysis of questionnaires. Findings: The results…
Descriptors: Constructivism (Learning), Learning Processes, Educational Experiments, Questionnaires
Olaniran, Bolanle A., Ed. – Information Science Publishing, 2010
E-learning has become a significant aspect of training and education in the worldwide information economy as an attempt to create and facilitate a competent global work force. "Cases on Successful E-Learning Practices in the Developed and Developing World: Methods for the Global Information Economy" provides eclectic accounts of case…
Descriptors: Foreign Countries, Electronic Learning, Operations Research, Distance Education
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