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Burç Çeken; Nazim Taskin – Journal of Computer Assisted Learning, 2025
Background: Multimedia learning, encapsulating both visual and verbal information, has become pivotal in educational settings, with extensive research underscoring its influence. However, a notable research gap exists concerning the application and effectiveness of multimedia learning principles, precisely segmenting, pre-training and modality,…
Descriptors: Multimedia Instruction, Computer Simulation, Educational Environment, Instructional Effectiveness
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Türkan Berrin Kagizmanli Köse; Enver Tatar – Mathematics Teaching Research Journal, 2024
This research discuss and considers possible components in computer supported collaborative dynamic learning environment in mathematics classroom. The aim of the research is to observe the applicability of this environment to the courses and to determine its effect on student success. The research group consisted of 68 high school students and…
Descriptors: Foreign Countries, High School Students, Mathematics Teachers, Educational Environment
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G. V. Hindumathi; Sravya P. – Journal on School Educational Technology, 2024
Education is the most powerful weapon that can be used to change the world, whether in a developed or underdeveloped country. The present e-learning frameworks are changing rapidly with the change in technology and the need for education. However, one of the main problems is the unavailability of effective learning models and collaborative tools…
Descriptors: Visualization, Electronic Learning, Science Instruction, Literature Reviews
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Qing Yu; Bao-min Li; Qi-yun Wang – Interactive Learning Environments, 2024
In recent years, 3D holographic technology (3DHT) has attracted more and more attention from the field of education, bringing new opportunities to reform the delivery of instruction and learning. Whether the application of 3D holographic technology can effectively improve student learning performance has become a pendent issue. In this study, a…
Descriptors: Visual Aids, Technology, Learning Processes, Meta Analysis
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Leslie Barger – ProQuest LLC, 2024
The perceptions of Tennessee educators who successfully implemented blended learning in their classrooms were the main focus of this phenomenological study. Blended learning is a modality that uses stations which consist of a teacher-led station, an online station, and an off-line station. Teachers work in small groups with students while others…
Descriptors: Teacher Attitudes, School Districts, Blended Learning, Teaching Methods
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Wangila, Violet Muyoka – Journal of Education and Practice, 2015
Information communication and technology (ICTs) has become common place entities in all aspects of life. Within the education sector, ICT has begun to have a special attention although not extensively as in other fields both globally and locally. Limited funds still presents a challenge in rolling out the e-school projects in Kenyan secondary…
Descriptors: Foreign Countries, Secondary Schools, Electronic Learning, Information Technology
Fremont, Kimberly Miller – ProQuest LLC, 2013
College students utilize technology in vast ways. However, the results of studies evaluating the technological experiences of young people within the academic setting are varied, suggesting that students are more complex in their preferences for academic technology use than once thought. Yet no studies have explored student preferences for…
Descriptors: College Students, Technology Uses in Education, Computer Use, Student Attitudes
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Bell, Bradford S.; Federman, Jessica E. – Future of Children, 2013
Over the past decade postsecondary education has been moving increasingly from the classroom to online. During the fall 2010 term 31 percent of U.S. college students took at least one online course. The primary reasons for the growth of e-learning in the nation's colleges and universities include the desire of those institutions to generate…
Descriptors: Postsecondary Education, Educational Technology, Computer Uses in Education, Instructional Effectiveness
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Tang, Chun Meng; Chaw, Lee Yen – Electronic Journal of e-Learning, 2016
Blended learning has propelled into mainstream education in recent years with the help of digital technology. Commonly available digital devices and the Internet have made access to learning resources such as learning management systems, online libraries, digital media, etc. convenient and flexible for both lecturers and students. Beyond the…
Descriptors: Information Literacy, Media Literacy, Technology Uses in Education, Technology Integration
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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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Hutchison, Amy C.; Woodward, Lindsay – Computers in the Schools, 2014
The Common Core State Standards produce a need to understand how digital tools can support literacy instruction. The purpose of this case study was to explore how a language arts teacher's integration of computers and iPads empowered and constrained her and the resulting classroom instruction. Constraining factors included (a) inadequate…
Descriptors: Language Arts, Technology Uses in Education, Performance Factors, Barriers
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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
Draper, Stephen; Cargill, Julie; Cutts, Quintin – 2001
A design rationale for introducing electronic equipment (a group response system) for student interaction in lecture theaters is presented, linking the instructional design to theory. The effectiveness of the equipment for learning depends mostly on what pedagogic method is employed. Various alternative types are introduced, including: assessment;…
Descriptors: Audience Response, Computer Uses in Education, Electronic Equipment, Group Instruction
Evans, Jill; Conole, Grainne; Youngs, Karla – 2001
Digital images have a rich potential as learning and teaching resources and are currently under-utilized in the support of pedagogical activities. The FILTER (Focusing Images for Learning and Teaching--an Enriched Resource) project is addressing this under-use and encouraging uptake of visual resources by mapping different types of images and…
Descriptors: Computer Uses in Education, Databases, Educational Technology, Evaluation Methods
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