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Showing 1 to 15 of 24 results Save | Export
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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
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Miller, David J.; Robertson, Derek P. – British Journal of Educational Technology, 2011
It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The studies that are available tend to be limited in terms of output data reported, or small in scale, or both. The aim of this randomised controlled trial was to upscale a recent study by Miller and Robertson…
Descriptors: Foreign Countries, Instructional Effectiveness, Experimental Groups, Control Groups
Chavez, Raymond Anthony – ProQuest LLC, 2010
Previous research conducted on the use of handheld computers in K-12 education has focused on how handheld computer use affects student motivation, engagement, and productivity. These four case studies sought to identify effective teacher practices in the integration of handhelds into the curriculum and the factors that affect those practices. The…
Descriptors: Technical Support, Language Arts, Handheld Devices, Computer Uses in Education
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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
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Miller, David J.; Robertson, Derek P. – British Journal of Educational Technology, 2010
It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The aim of this exploratory study was to investigate the effects of a commercial off-the-shelf computer game on children's mental computation skills and on aspects of self-perceptions. A pre-post design was…
Descriptors: Student Attitudes, Mental Computation, Brain, Learning Strategies
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Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines
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Naicker, Visvanathan – Educational Research and Reviews, 2010
The use of computers in the classroom could allow both educators and learners to achieve new capabilities. There are underlying factors, however, that are obstructing the adoption rate of computer use for instructional purposes in schools. This research focused on these problems with a view to determining which critical success factors promote a…
Descriptors: Secondary Schools, Computer Uses in Education, Access to Computers, Computers
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Tamim, Rana M.; Lowerison, Gretchen; Schmid, Richard F.; Bernard, Robert M.; Abrami, Philip C.; Dehler, Christina – Journal of Educational Computing Research, 2008
The purpose of this research is to investigate the relationship between computer technology's role and students' perceptions about course effectiveness. Students from two universities (one Canadian, n = 1465; one American, n = 831) completed a 71-item questionnaire addressing different aspects of their learning experience in a given course. Factor…
Descriptors: Foreign Countries, Computer Uses in Education, Computers, Role
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Egenfeldt-Nielsen, Simon – Journal of Educational Multimedia and Hypermedia, 2007
This article outlines the characteristics and problems related to edutainment and of the associated research studies demonstrating that learning outcomes looks promising. The article suggests that we are moving towards a new generation of educational use of games that is more inclusive. This new generation relies on constructivist learning…
Descriptors: Constructivism (Learning), Computers, Educational Games, Computer Uses in Education
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Dresel, Markus; Haugwitz, Marion – Journal of Experimental Education, 2008
The authors designed a computer-based approach to enhance motivation and self-regulated learning. Participants of the quasi-experimental study were 6th-grade students (N = 151) who worked with a mathematics-learning software program during regular classroom instruction. In the 1st condition, students received attributional software-generated…
Descriptors: Feedback (Response), Student Motivation, Independent Study, Computer Uses in Education
Baytak, Ahmet – ProQuest LLC, 2009
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study…
Descriptors: Elementary School Science, Environmental Education, Computer Software, Interviews
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Dunleavy, Matt; Heinecke, Walter F. – Computers in the Schools, 2008
Researchers and evaluators have been attempting to document the impact of ubiquitous or 1:1 computing on students, teachers, schools, and communities. However, the most recent reviews of research on 1:1 computing initiatives reflect a dearth of rigorous studies and emphasize the need for well-designed, scientifically based research to measure the…
Descriptors: Intervention, Science Achievement, Standardized Tests, Achievement Tests
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Wilson, Beth – American Educator: The Professional Journal of the American Federation of Teachers, 1986
The unique talents of the computer are being used to help students break through conceptually difficult topics, such as the difference between heat and temperature, the relationship between weight and density, and the "word problems" that often stymie students.
Descriptors: Computer Uses in Education, Computers, Educational Technology, Instructional Effectiveness
Meyer, Berland – Principal, 1989
Linking individual computers is an economical way to multiply their power and effectiveness. Guidelines for those considering networking as well as guidelines to follow during a network assessment are listed. (SI)
Descriptors: Computer Networks, Computer Uses in Education, Computers, Educational Administration
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