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Determining Studies Conducted upon Individuals with Autism Spectrum Disorder Using High-Tech Devices
Eliçin, Özge; Kaya, Ali – Educational Sciences: Theory and Practice, 2017
This study explores 67 experimental research articles written about children with Autism Spectrum Disorder using high-tech devices. The studies in this research were accessed through EBSCO, Academic Search Complete, ERIC, and Uludag University online search engines using keywords such as "autism and technology", "autism and…
Descriptors: Literature Reviews, Autism, Pervasive Developmental Disorders, Children
Sababha, Belal H.; Alqudah, Yazan A.; Abualbasal, Abdelraheem; AlQaralleh, Esam A. – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Exposing engineering students during their education to real-world problems and giving them the chance to apply what they learn in the classroom is a vital element of engineering education. The Embedded Systems course at Princess Sumaya University for Technology (PSUT) is one of the main courses that bridge the gap between theoretical electrical…
Descriptors: Active Learning, Student Projects, Engineering Education, Foreign Countries
Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre – Educational Technology Research and Development, 2011
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…
Descriptors: Knowledge Representation, Evaluation Methods, Measurement Techniques, Guidelines
Triantafyllakos, George; Palaigeorgiou, George; Tsoukalas, Ioannis A. – Computers & Education, 2011
In this paper, we present a framework for the development of collaborative design games that can be employed in participatory design sessions with students for the design of educational applications. The framework is inspired by idea generation theory and the design games literature, and guides the development of board games which, through the use…
Descriptors: Computer Software, Social Influences, Instructional Design, Cooperative Learning
Coleman, Mari Beth; Hurley, Kevin J.; Cihak, David F. – Education and Training in Autism and Developmental Disabilities, 2012
The purpose of this study was to compare the effectiveness and efficiency of teacher-directed and computer-assisted constant time delay strategies for teaching three students with moderate intellectual disability to read functional sight words. Target words were those found in recipes and were taught via teacher-delivered constant time delay or…
Descriptors: Instructional Effectiveness, Computers, Sight Vocabulary, Mental Retardation
Mechling, Linda C.; Bishop, Vanessa A. – Journal of Special Education, 2011
This article reports on two studies investigating the use of computer-based stimuli that may then be used to develop activities and programming for students with profound multiple disabilities (PMD). Both studies used an alternating treatments design and systematic assessment strategy to present stimuli sequentially and to measure student…
Descriptors: Video Technology, Stimuli, Multiple Disabilities, Computers
McPherson, Rebekah; Tyler-Wood, Tandra; McEnturff Ellison, Amber; Peak, Pamela – Journal of Technology and Teacher Education, 2011
This study at a large midwestern university evaluated the use of a web-based simulated classroom, simSchool, with pre-service and in-service special education students, to determine if use of the simulated classroom influences students' perceptions of inclusion and teacher preparation. The project used a nonequivalent comparison group,…
Descriptors: Student Attitudes, Inclusion, Special Education, Preservice Teacher Education
Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
Vos, Nienke; van der Meijden, Henny; Denessen, Eddie – Computers & Education, 2011
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory "drag and…
Descriptors: Foreign Countries, Educational Games, Learning Strategies, Memory
Wright, Geoffrey; Shumway, Steve; Terry, Ronald; Bartholomew, Scott – Journal of Technology Education, 2012
This manuscript addresses a problem teachers of computer software applications face today: What is an effective method for teaching new computer software? Technology and engineering teachers, specifically those with communications and other related courses that involve computer software applications, face this problem when teaching computer…
Descriptors: Instructional Effectiveness, Computer Assisted Instruction, Computers, Educational Technology
Shoufan, Abdulhadi; Huss, Sorin A. – ACM Transactions on Computing Education, 2010
Reconfigurable computing is an established field in computer science. Teaching this field to computer science students demands special attention due to limited student experience in electronics and digital system design. This article presents a compact course on reconfigurable processors, which was offered at the Technische Universitat Darmstadt,…
Descriptors: Computer Science, Student Experience, Courses, Faculty Development
Wood, Eileen; Anderson, Alissa; Piquette-Tomei, Noella; Savage, Robert; Mueller, Julie – Journal of Technology and Teacher Education, 2011
Support requests were documented for 10 teachers (4 kindergarten, 4 grade one, and 2 grade one/two teachers) who received just-in-time instructional support over a 2 1/2 month period while implementing a novel reading software program as part of their literacy instruction. In-class observations were made of each instructional session. Analysis of…
Descriptors: Foreign Countries, Classroom Techniques, Reading Programs, Computer Software
Tang, Ying; Head, L. M.; Ramachandran, R. P.; Chatman, L. M. – IEEE Transactions on Education, 2011
The rapid evolution of System-on-Chip (SoC) challenges academic curricula to keep pace with multidisciplinary/interdisciplinary system thinking. This paper presents a curricular prototype that cuts across artificial course boundaries and provides a meaningful exploration of diverse facets of SoC design. Specifically, experimental contents of a…
Descriptors: Curriculum Development, Design, Electronics, Systems Approach
Shih, Ju-Ling; Shih, Bai-Jiun; Shih, Chun-Chao; Su, Hui-Yu; Chuang, Chien-Wen – Computers & Education, 2010
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in…
Descriptors: Learning Strategies, Cooperative Learning, Problem Solving, Elementary School Students
Scarlatos, Lori L.; Scarlatos, Tony – Journal of Educational Technology Systems, 2009
Games are widely recognized for their potential to enhance students' learning. Yet they are only rarely used in classrooms because they cannot be modified to meet the needs of a particular class. This article describes a novel approach to creating educational software that addresses this problem: provide an interface specifically for teachers that…
Descriptors: Active Learning, Instructional Effectiveness, Educational Games, Multimedia Instruction