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Showing 1 to 15 of 21 results Save | Export
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Rakhimova, Alina E.; Yashina, Marianna E.; Mukhamadiarova, Albina F.; Sharipova, Astrid V. – Interchange: A Quarterly Review of Education, 2017
The article deals with the description of the process of development sociocultural knowledge and competences using computer technologies. On the whole the development of modern computer technologies allows teachers to broaden trainees' sociocultural outlook and trace their progress online. Observation of modern computer technologies and estimation…
Descriptors: Competency Based Education, Social Development, Computer Uses in Education, Sociocultural Patterns
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Ault, Melinda Jones; Baggerman, Melanie A.; Horn, Channon K. – Journal of Special Education Technology, 2017
This study used a multiple probe (conditions) design across behaviors to investigate the effects of an app for the tablet computer to teach spelling of academic content words to four students with developmental disabilities. The app delivered instruction using a model-lead-test format and students typed on the on-screen keyboard. The study also…
Descriptors: Developmental Delays, Spelling Instruction, Developmental Disabilities, Laptop Computers
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Mutch-Jones, Karen; Gasca, Santiago; Pallant, Amy; Lee, Hee-Sun – School Science and Mathematics, 2018
The purpose of this descriptive study was to examine teacher instructional dilemmas and opportunities that emerged when students worked with interactive computer-based simulation models during the High-Adventure Science (HAS) project. The intervention included the HAS digital curriculum, designed for grades 7-12. Each curricular unit was framed to…
Descriptors: Computer Simulation, Teaching Models, Instructional Effectiveness, Educational Opportunities
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Di Blas, Nicoletta; Paolini, Paolo – Educational Technology & Society, 2014
This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These…
Descriptors: Educational Technology, Cooperation, Cooperative Learning, Computer Games
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Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
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Mayfield, Chandler H.; Ohara, Peter T.; O'Sullivan, Patricia S. – Anatomical Sciences Education, 2013
Mobile technologies offer new opportunities to improve dissection learning. This study examined the effect of using an iPad-based multimedia dissection manual during anatomy laboratory instruction on learner's perception of anatomy dissection activities and use of time. Three experimental dissection tables used iPads and three tables served as a…
Descriptors: Anatomy, Medical Care Evaluation, Laboratory Procedures, Electronic Learning
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Smart, Julie B.; Marshall, Jeff C. – Journal of Science Teacher Education, 2013
Classroom discourse can affect various aspects of student learning in science. The present study examines interactions between classroom discourse, specifically teacher questioning, and related student cognitive engagement in middle school science. Observations were conducted throughout the school year in 10 middle school science classrooms using…
Descriptors: Teaching Methods, Science Education, Classroom Observation Techniques, Computer Uses in Education
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Arthanat, Sajay; Curtin, Christine; Knotak, David – Assistive Technology, 2013
This study examined the use of the Apple iPad for learning by children with developmental disabilities (DD), including those on the autism spectrum. A single case design was used to record the participation of four students with DD when taught with their standard computer at baseline, followed by the introduction of the iPad. A six-component…
Descriptors: Handheld Devices, Educational Technology, Technology Uses in Education, Developmental Disabilities
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Zheng, Binbin; Warschauer, Mark; Hwang, Jin Kyoung; Collins, Penelope – Journal of Science Education and Technology, 2014
This year-long, quasi-experimental study investigated the impact of the use of netbook computers and interactive science software on fifth-grade students' science learning processes, academic achievement, and interest in further science, technology, engineering, and mathematics (STEM) study within a linguistically diverse school district in…
Descriptors: Quasiexperimental Design, Grade 5, Elementary School Science, Science Instruction
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Ge, Changfeng – American Journal of Engineering Education, 2012
This work demonstrates how a Wiki can be mapped into different learning stages during group-based lab reporting via an adequate scaffolding structure. The scaffolding structure of the Wiki-based group report is comprised of six constructs in sequence: Appendix, Methods, Results, Analysis, Introduction and Conclusion. The scaffolding structure was…
Descriptors: Scaffolding (Teaching Technique), Collaborative Writing, Group Activities, Laboratories
Bemer, Amanda Nicole Metz – ProQuest LLC, 2010
This dissertation explores the rhetoric of space as it relates to academic computer writing locations--specifically, computer labs, computer classrooms, and writing centers. Using observation, surveys, interviews, and textual analysis, the author discusses seven rhetorical principles of design for these spaces, including designing for specific…
Descriptors: Rhetoric, Audiences, Writing (Composition), Computer Uses in Education
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Safar, Ammar H.; AlKhezzi, Fahad A. – College Student Journal, 2013
Personal computers, the Internet, smartphones, and other forms of information and communication technology (ICT) have changed our world, our job, our personal lives, as well as how we manage our knowledge and time effectively and efficiently. Research findings in the past decades have acknowledged and affirmed that the content the ICT medium…
Descriptors: Educational Technology, Comparative Analysis, Experimental Groups, Control Groups
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Stewart, Alice C.; Williams, Jacqueline; Smith-Gratto, Karen; Black, Sylvia Sloan; Kane, Betty Turner – Decision Sciences Journal of Innovative Education, 2011
In this pilot research we examine the impact of two leadership development training programs on the ability of students to acquire knowledge, share knowledge, and apply knowledge for organizational decision making. One program emphasized concepts and case-based application based on a technical learning paradigm. The other program used a game-based…
Descriptors: Leadership Training, Program Effectiveness, Decision Making, Learning
Fan, Tin – Online Submission, 2012
The goal of this study is to understand the effective learning of the iPad and the use of the system to assist elementary-age students with learning. The research literature promotes different types of assistive technology used for learning and suggests a few applications to use for the iPad. Four students with autism learned to use an iPad tablet…
Descriptors: Action Research, Autism, Educational Technology, Assistive Technology
Sad, Ahmad F. – Online Submission, 2012
As low-achieving students face difficult time at school and usually experience low motivation to learn, blogging in the classroom might be used as a possible way of motivating them through its use as an e-portfolio (show-case blog) for students to show their work. The researcher used case study approach to examine 11th grade class (n = 22) Arab…
Descriptors: Foreign Countries, Case Studies, Student Motivation, Low Achievement
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