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Sherriff, Graham; Rand, Dustin – Issues in Science and Technology Librarianship, 2022
Exploration of "prior art"--the state of a technology's development, as manifested in literature, documentation, and artifacts--has many benefits for engineering students. It expands their understanding of the design problem, reveals a range of possible solutions, and develops research skills important to professional practice. While…
Descriptors: Undergraduate Students, Engineering Education, Capstone Experiences, Art Products
van Harsel, Milou; Hoogerheide, Vincent; Janssen, Eva; Verkoeijen, Peter; van Gog, Tamara – Instructional Science: An International Journal of the Learning Sciences, 2022
Presenting novices with examples and problems is an effective and efficient way to acquire new problem-solving skills. Nowadays, examples and problems are increasingly presented in computer-based learning environments, in which learners often have to self-regulate their learning (i.e., choose what type of task to work on and when). Yet, it is…
Descriptors: Video Technology, Metacognition, Problem Based Learning, Problem Solving
Kuznetcova, Irina; Glassman, Michael – Journal of Educational Multimedia and Hypermedia, 2022
With the relatively recent technological advances, Multi-User Virtual Environments (MUVEs) have become a promising venue for education; however, little is known about their effective implementation in the classroom. This paper addresses this gap by investigating the creation, implementation, product and evaluation of an instructional design using…
Descriptors: Computer Simulation, Computer Uses in Education, Higher Education, Program Implementation
Vogel, Freydis; Kollar, Ingo; Fischer, Frank; Reiss, Kristina; Ufer, Stefan – International Journal of Computer-Supported Collaborative Learning, 2022
Collaboration scripts and heuristic worked examples have been described as powerful scaffolds to support skill acquisition in CSCL. While CSCL scripts particularly facilitate argumentative discourse within groups, heuristic worked examples provide heuristics and worked out pathways to solve domain-specific tasks. Yet, both scripts and heuristic…
Descriptors: Mathematics Instruction, Computer Assisted Instruction, Teaching Methods, Comparative Analysis
Iwasaki, Patsy Y. – IAFOR Journal of Education, 2021
Information about the overall documentary filmmaking process is available; however, there is a lack of literature and educational resources about how to conduct subject research and data collection. As documentary filmmaking becomes an increasingly democratic endeavor due to technology, and information distribution and education use increases,…
Descriptors: Film Study, Documentaries, Computer Assisted Instruction, Teaching Methods
Sun, Susan Y. H. – Computer Assisted Language Learning, 2021
The purpose of this paper is to present a specific case of CALL task design adopting the patterns-based learning design approach. The approach provides a common framework/vocabulary for educational designers, particularly teachers, to systematically capture, articulate, make explicit, share and reuse expert knowledge of teaching and good design.…
Descriptors: Teaching Methods, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Cherrez, Nadia Jaramillo – Dimension, 2022
This study investigated the experiences and perceptions of two instructors while designing, teaching, and evaluating a flipped, intermediate Spanish course. Qualitative data was gathered through pre-post semi-structured interviews, curriculum design documents, class observations, and student course evaluations. The findings revealed that beliefs…
Descriptors: Language Teachers, Second Language Learning, Second Language Instruction, Flipped Classroom
Ustuk, Özgehan – Teaching English with Technology, 2022
Massive open online courses (MOOCs) provide digital learning spaces for individualized professional development that may create opportunities in teacher education and support language teachers. Language teachers need continuous professional development to develop their digital literacies, and further research is essential to investigate new…
Descriptors: MOOCs, Case Studies, Faculty Development, Language Teachers
Davis, K.; Sridharan, H.; Koepke, L.; Singh, S.; Boiko, R. – Journal of Computer Assisted Learning, 2018
The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18-31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall,…
Descriptors: Learner Engagement, Information Science Education, Undergraduate Students, Social Networks
Mirzaei, Maryam Sadat; Meshgi, Kourosh; Nishida, Toyoaki – Research-publishing.net, 2020
The emergence of virtual worlds and simulation games provide ample opportunities for developing cultural competence by offering a visual, contextual, immersive, and interactive experience. Learners can benefit from contextual interactions and develop cultural competencies by fulfilling quests or exploring the environment. However, most of the…
Descriptors: Experiential Learning, Cultural Awareness, Second Language Learning, Second Language Instruction
Viberg, Olga; Andersson, Annika – International Journal of Mobile and Blended Learning, 2019
The roles of self-regulation and structuration in mobile learning are poorly understood. This study therefore examines these aspects in relation to the design and use of mobile technology in an online language learning setting. The online self-regulated learning (SRL) instrument was adopted to measure students' perceived level of self-regulation.…
Descriptors: Metacognition, Educational Technology, Handheld Devices, Online Courses
Münchow, Hannes; Bannert, Maria – Educational Psychology, 2019
Emotional designing describes the elicitation of positive affect during learning through specific design elements of the learning environment to enhance learning. This experimental study examined the effectivity of an emotional design procedure on learning performance. Moreover, the learner's affective states before learning were taken into…
Descriptors: Educational Environment, Instructional Design, Affective Behavior, Student Motivation
Antwi, Samuel – ProQuest LLC, 2017
In recent years, efforts are being made at all levels of education to prescribe instructional actions that would optimize desired instructional outcomes. Component display theory (CDT), a micro level instructional design theory proposed by Merrill (1983), offers guidelines and prescriptions to present components of instruction to teach facts,…
Descriptors: Instructional Design, Educational Theories, Units of Study, Copyrights
Kordaki, Maria; Papastergiou, Marina; Psomos, Panagiotis – Education and Information Technologies, 2016
The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors--namely Physical Education and Sport Science (PESS) undergraduate students--hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions…
Descriptors: Undergraduate Students, Student Attitudes, Computer Assisted Instruction, Educational Games
Boucheix, Jean-Michel; Lowe, Richard K.; Putri, Dian K.; Groff, Jonathan – Learning and Instruction, 2013
The effectiveness of animations containing two novel forms of animation cueing that target relations between event units rather than individual entities was compared with that of animations containing conventional entity-based cueing or no cues. These relational event unit cues ("progressive path" and "local coordinated" cues) were specifically…
Descriptors: Animation, Comparative Analysis, Instructional Effectiveness, Eye Movements