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Yijia Hao; Yushi Liu; Bo Liu; George Amarantidis; Rami Ghannam – IEEE Transactions on Education, 2025
Contribution: The integration of artificial intelligence (AI) in engineering higher education is becoming increasingly important nowadays. This article contributes to the Scholarship of Integration by providing a comprehensive review of current research on AI integration in engineering higher education and presenting a pilot AI introductory module…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Artificial Intelligence
Mudrák, Marián – ICTE Journal, 2018
The paper deals with the issue of e-courses personalization in selected LMS. Even though this topic has been the subject of research for a longer time, more effective concepts of learning through e-courses are still being sought. Part of the contribution is a brief explanation of the terms personalization and adaptivity, which are often mistaken…
Descriptors: Individualized Instruction, Online Courses, Electronic Learning, Curriculum Implementation
De Paepe, Liesbeth; Zhu, Chang; Depryck, Koen – Innovation in Language Learning and Teaching, 2019
This study examines educators' and providers' perceptions of constraints and critical success factors of the development and implementation of online L2 learning. The focus is on Dutch L2 learning in adult education in Flanders. Semi-structured interviews with seven educators (shaping pedagogies/curricula) and six providers (organizing/offering…
Descriptors: Adult Education, Online Courses, Second Language Learning, Second Language Instruction
Tay, Lee Yong; Lim, Cher Ping – Cultural Studies of Science Education, 2012
This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the…
Descriptors: Science Instruction, Secondary School Science, Educational Technology, Educational Games
Govaere Jan, L. J.; de Kruif, Aart; Valcke, Martin – Computers & Education, 2012
In view of supporting the study of the complex domain of equine obstetrics, a Foal"in"Mare multimedia package with 3D designs has been developed. The present study centers on questions as to the most optimal implementation of the multimedia package in veterinary education. In a pretest-posttest cross-over design, students were randomly assigned to…
Descriptors: Veterinary Medical Education, Self Efficacy, Curriculum Implementation, Skill Development
Kulo, Violet; Bodzin, Alec – Journal of Science Education and Technology, 2013
Geospatial technologies are increasingly being integrated in science classrooms to foster learning. This study examined whether a Web-enhanced science inquiry curriculum supported by geospatial technologies promoted urban middle school students' understanding of energy concepts. The participants included one science teacher and 108 eighth-grade…
Descriptors: Science Instruction, Scientific Concepts, Science Curriculum, Science Teachers
Carr, Jennie M. – Journal of Information Technology Education: Research, 2012
After 10 years of No Child Left Behind standards-focused education, mathematics scores have improved only marginally for elementary-aged students. Students who developed a solid conceptual mathematics foundation at the elementary level succeeded later in higher-level mathematics courses; thus, educators have sought ways to increase mathematics…
Descriptors: Mathematics Achievement, Intervention, Futures (of Society), Statistical Analysis
Chmiel, Marjee – Cultural Studies of Science Education, 2012
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…
Descriptors: Educational Games, Play, Video Games, Educational Research
Hosseinzadeh, N.; Hesamzadeh, M. R. – IEEE Transactions on Education, 2012
Project-based learning (PBL), a learning environment in which projects drive learning, has been successfully used in various courses in the educational programs of different disciplines. However, concerns have been raised as to the breadth of the content covered and, in particular, whether PBL can be applied to specialized subjects without…
Descriptors: Foreign Countries, Instructional Design, Followup Studies, Electronics
Dallas, T.; Berg, J. M.; Gale, R. O. – IEEE Transactions on Education, 2012
This paper describes the goals, pedagogical system, and educational outcomes of a three-semester curriculum in microelectromechanical systems (MEMS). The sequence takes engineering students with no formal MEMS training and gives them the skills to participate in cutting-edge MEMS research and development. The evolution of the curriculum from…
Descriptors: Outcomes of Education, Competition, Curriculum Development, Manufacturing
Looi, Chee-Kit; Wong, Lung-Hsiang; So, Hyo-Jeong; Seow, Peter; Toh, Yancy; Chen, Wenli; Zhang, Baohui; Norris, Cathie; Soloway, Elliot – Computers & Education, 2009
With the mass adoption of mobile computing devices by the current school generation, significant opportunities have emerged for genuinely supporting differentiated and personalized learning experiences through mobile devices. In our school-based research work in introducing mobilized curricula to a class, we observe one compelling mobilized lesson…
Descriptors: Class Activities, Learning Activities, Elementary School Students, Curriculum Implementation
Gaydos, Matthew J.; Squire, Kurt D. – Cultural Studies of Science Education, 2012
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Descriptors: Science and Society, STEM Education, Predictor Variables, Use Studies
Higdon, Jude; Topaz, Chad – College Teaching, 2009
Just-in-Time Teaching (JiTT) methodology uses Web-based tools to gather student responses to questions on preclass reading assignments. However, the technological requirements of JiTT and the content-specific nature of the questions may prevent some instructors from implementing it. Our own JiTT implementation uses publicly and freely available…
Descriptors: Reading Assignments, Web Sites, Electronic Publishing, Computer Assisted Instruction
Chee, Yam San; Tan, Kim Chwee Daniel – Electronic Journal of e-Learning, 2012
Traditional modes of chemistry education in schools focus on imparting chemistry knowledge to students via instruction. Consequently, students often acquire the mistaken understanding that scientific knowledge comprises a fixed body of "proven" facts. They fail to comprehend that the construction of scientific understanding is a human…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
Hickey, Daniel T.; Zuiker, Steven J. – Journal of the Learning Sciences, 2012
Evaluating the impact of instructional innovations and coordinating instruction, assessment, and testing present complex tensions. Many evaluation and coordination efforts aim to address these tensions by using the coherence provided by modern cognitive science perspectives on domain-specific learning. This paper introduces an alternative…
Descriptors: Program Effectiveness, Achievement Tests, Performance Based Assessment, Genetics