NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)2
Since 2006 (last 20 years)9
Audience
Teachers1
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 10 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Jenny, Seth E.; Manning, R. Douglas; Keiper, Margaret C.; Olrich, Tracy W. – Quest, 2017
Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more accepted as a "sport" and gamers are being identified as "athletes" within society today. eSports has even infiltrated higher education in the…
Descriptors: Team Sports, Athletes, Video Games, Competition
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Haider, Syed Imran; Ali, Muhammad – Pakistan Journal of Distance and Online Learning, 2019
The usage of various media methods in distance education shows its historical development path. It is said that AIOU has been using radio and television broadcasts, special textbooks and reading materials for distance education. To assess the level of technology usage and its role in AIOU model, Non-Random, Purposive Sampling, technique was used…
Descriptors: Barriers, Foreign Countries, Distance Education, Information Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lee, Donghun; Schoenstedt, Linda J. – ICHPER-SD Journal of Research, 2011
With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…
Descriptors: Audiences, Student Motivation, Competition, Rewards
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fichten, Catherine S.; Asuncion, Jennison; Scapin, Rafael – Journal of Postsecondary Education and Disability, 2014
This article briefly reviews the history of assistive technologies in American and Canadian postsecondary education starting in the 1990s, discusses the accessibility of e-learning and information and communication technologies (ICTs) currently popular in postsecondary education, and highlights emerging trends. Increasing use of universal design…
Descriptors: Educational Technology, Postsecondary Education, College Students, Disabilities
Bosley, Sara – Adults Learning, 2011
Everyone knows that lack of internet access can reinforce the social and economic disadvantages already facing some older people. Recognising the divisive nature of digital exclusion, the government has invested 2.8 million British Pounds in Get Digital, a project that will enable sheltered housing residents to develop computer and internet…
Descriptors: Focus Groups, Computers, Housing, Educational Technology
Foster, Andrea L. – Chronicle of Higher Education, 2007
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
Descriptors: Video Games, Fantasy, Computer Software, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Curriculum Review, 2004
Each month, "Curriculum Review" offers teachers mutual support, the sharing of ideas, and words of encouragement to help them face challenges in the classroom. The September 2004 issue of "Curriculum Review" contains the following articles: (1) "We Hear from Readers"; (2) "What They're Saying"; (3) "Surf These Web Sites"; (4) "Technology Update";…
Descriptors: Program Effectiveness, Research Papers (Students), Information Retrieval, Internet
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory