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Cole, Michael; Packer, Martin – Journal of the Learning Sciences, 2016
This article uses a variety of principles of cultural-historical activity theory to extend Herbert Simon's (1996) insight into the inherent linkage between the creation of artifacts and design. We argue that design research must grapple with the doubly artificial, as the classrooms in which many educational designs are implemented are themselves…
Descriptors: Intervention, Design, Design Requirements, Educational Principles
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Looi, Chee-Kit; Seow, Peter; Zhang, BaoHui; So, Hyo-Jeong; Chen, Wenli; Wong, Lung-Hsiang – British Journal of Educational Technology, 2010
Over the next 10 years, we anticipate that personal, portable, wirelessly networked technologies will become ubiquitous in the lives of learners--indeed, in many countries, this is already a reality. We see that ready-to-hand access creates the potential for a new phase in the evolution of technology-enhanced learning, characterised by "seamless…
Descriptors: Electronic Learning, Informal Education, Educational Technology, Learning Strategies
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Kozma, Robert – Educational Technology Research and Development, 2000
Emphasizes the need to focus educational technology (ET) research on design as well as on technology. Suggests that what should distinguish the field of educational technology is designing with technology, and conducting research that examines the relationship between design and technology. Discusses technology as enabling new designs, not driving…
Descriptors: Design Requirements, Educational Technology, Instructional Design, Research and Development
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Knowlton, Dave S. – Educational Technology & Society, 2007
Design Based Research (DBR) is a new and still-emerging approach to research about design, learning, and allied areas. This article reports one designer's experiences within a DBR project. Whereas most reports of DBR focus on the outcomes of the design itself, the current paper offers a hermeneutical perspective by focusing on the personal…
Descriptors: Learning Theories, Research Methodology, Instructional Design, Personal Narratives
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Jonassen, David H. – Computers in Human Behavior, 1989
Defines the functions of windows that are used as visual display techniques in computer software systems, reviews research on the effectiveness of window environments, discusses knowledge structures, and presents principles for designing windowed environments based on research findings and individual differences and screen design research. (10…
Descriptors: Computer Assisted Instruction, Computer Software, Design Requirements, Individual Differences
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Cooper, Martyn; Colwell, Chetz; Jelfs, Anne – ALT-J: Research in Learning Technology, 2007
This paper makes the case that if e-learning research and development projects are to be successfully adopted in real-world teaching and learning contexts, then they must effectively address accessibility and usability issues; and that these need to be integrated throughout the project. As such, accessibility and usability issues need to be made…
Descriptors: Research and Development, Open Universities, Evaluation Methods, Evaluation Criteria
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Schnackernberg, Heidi L.; Chin, Kevin; Luppincini, Rocci J. – Journal of Educational Computing Research, 2003
Evaluates an interactive, instructional Web site that teaches the basic tenets of human performance technology. The methodology, based on a combination of heuristic and formative evaluation techniques, involved measuring attitudinal reactions to the Web site, learning gains from performance scores on practice exercise, and content, navigation, and…
Descriptors: Computer Assisted Instruction, Design Requirements, Educational Technology, Evaluation Methods
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Peters, Vincent A. M.; Vissers, Geert A. N. – Simulation & Gaming, 2004
Debriefing is an important phase in using simulation games. Participants are invited to make a connection between experiences gained from playing the game and experiences in real-life situations. Thus, debriefing is the phase meant to encourage learning from the simulation game. Although design and practice of debriefing sessions should be aligned…
Descriptors: Games, Classification, Research Methodology, Training Methods
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Hawthorn, D. – Behaviour & Information Technology, 2007
The current paper examines the design process that led to an unusually successful interactive tutorial for older people. The paper describes the issues that make designing for older people different. These include differences between the designer and the target population and the difficulty that older people have in interacting with low-fidelity…
Descriptors: Instructional Design, Computer Interfaces, Educational Technology, Older Adults
Toiviainen, Hanna; Hoynalanmaa, Mikko; Lallimo, Jiri; Moen, Anne; Smordal, Ole; Morch, Anders; Toikka, Seppo – Online Submission, 2006
This deliverable has been produced in the context of the Knowledge-Practice Laboratory (KP-Lab) project, which is aimed at facilitating innovative practices of working with knowledge in higher education, teacher training, and professional networks. This deliverable is a synopsis of the first experiences encountered during the first 6 months of the…
Descriptors: Foreign Countries, Research and Development, Computer Mediated Communication, Research Methodology