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Wang, Cheng-Hung; Lin, Hao-Chiang Koong – Journal of Educational Computing Research, 2018
Computers and the Internet are indispensable in modern life. Increasingly useful digital environments and technological developments have reshaped models of knowledge acquisition. Studies on the development of online learning have yielded valuable insights. In the design of online teaching systems that can replicate face-to-face teaching,…
Descriptors: Affective Objectives, Tutoring, Learning Processes, Educational Technology
Eze, Samuel Godwin; Chijioke, Edmond Ogochukwu – Journal of Education and Practice, 2016
This paper presents the effectiveness of Internet in the promotion of academic institutions and local business in Enugu through website development and its services. The three organizations chosen for the study were Doma internet services Ltd. Abakpa, Annunciation Specialist Hospital, Emene, Enugu and Information and Communication Technology unit…
Descriptors: Internet, Business Administration, Educational Administration, Influence of Technology
Tüzün, Hakan; Çinar, Murat – International Review of Research in Open and Distributed Learning, 2016
This study shared unique design experiences by examining the process of transferring residential courses to the Web, and proposed a design model for individuals who want to transfer their courses into this environment. The formative research method was used in the study, and two project teams' processes of putting courses, which were being taught…
Descriptors: Electronic Publishing, Production Techniques, Guidelines, Design Preferences
Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie – Computers in the Schools, 2011
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…
Descriptors: Mentors, Summer Programs, Video Games, STEM Education
Fanning, Elizabeth; Bunch, John; Brighton, Catherine – International Journal on E-Learning, 2011
The purpose of this study was to compare the production processes and approaches for user engagement of virtual environments created for learning or commercial and entertainment purposes, specifically through online games and 3-D online spaces. This study used a qualitative, multiple case study approach based on interviews with developers of…
Descriptors: Advertising, Observation, Virtual Classrooms, Innovation
Baytak, Ahmet; Land, Susan M.; Smith, Brian K. – Turkish Online Journal of Educational Technology - TOJET, 2011
This study investigated how children designed computer games as artifacts that reflected their understanding of nutrition. Ten 5th grade students were asked to design computer games with the software "Game Maker" for the purpose of teaching 1st graders about nutrition. The results from the case study show that students were able to…
Descriptors: Nutrition, Interaction, Programming, Grade 5
Tsong, Chau Kien; Chong, Toh Seong; Samsudin, Zarina – Turkish Online Journal of Educational Technology - TOJET, 2012
Multimedia augmented with tangible objects is an area that has not been explored. Current multimedia systems lack the natural elements that allow young children to learn tangibly and intuitively. In view of this, we propose a research to merge tangible objects with multimedia for preschoolers, and propose to term it as "tangible…
Descriptors: Foreign Countries, Multimedia Instruction, Case Studies, Observation
Flores, Raymond; Ari, Fatih; Inan, Fethi A.; Arslan-Ari, Ismahan – Educational Technology & Society, 2012
Combining adaptive hypermedia methods with strategies proposed by instructional theory and motivation models, an adaptable tutorial was designed and developed. The aim of this study was to assess whether the goals of an adaptable tutorial, which individualized instruction based on student motivation and prior knowledge, were being met (i.e.…
Descriptors: Focus Groups, Hypermedia, Usability, Interviews
Patel, K. K.; Vij, S. – IEEE Transactions on Learning Technologies, 2012
The inability to navigate independently and interact with the wider world is one of the most significant handicaps that can be caused by blindness, second only to the inability to communicate through reading and writing. Many difficulties are encountered when visually impaired people (VIP) need to visit new and unknown places. Current speech or…
Descriptors: Foreign Countries, Computer Simulation, Computer Assisted Instruction, Simulated Environment
Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin – British Journal of Educational Technology, 2010
Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…
Descriptors: Instructional Design, Learning Strategies, Motion, Second Language Learning
Batcheller, Archer L. – ProQuest LLC, 2011
Software has an important role in supporting scientific work. This dissertation studies teams that build scientific software, focusing on the way that they determine what the software should do. These requirements engineering processes are investigated through three case studies of climate science software projects. The Earth System Modeling…
Descriptors: Feedback (Response), Computer Software, Design Requirements, Computer Science Education
Wood, Denise; Willems, Julie – Australasian Journal of Educational Technology, 2012
The Australian Government's widening participation agenda--also referred to as the social inclusion agenda--considers equity through the triple focus of access, participation and outcomes. These foci are catalysts for re-examining teaching and learning approaches in formal education. This article considers this national refocus and the…
Descriptors: Foreign Countries, Disabilities, Inclusion, Outcomes of Education
Marsh, Brian; Mitchell, Nick; Adamczyk, Peter – Computers & Education, 2010
The University of Sussex In-School Teacher Education Project (InSTEP) uses interactive video technologies to enhance initial teacher education programmes for science trainee teachers. With four Internet Protocol cameras and mounted microphones in both school laboratories and the university teaching room, trainees and their tutors have access to…
Descriptors: Observation, Preservice Teachers, Teacher Attitudes, Reflective Teaching
Foley, Alan – Journal of Educational Multimedia and Hypermedia, 2011
In this paper, data obtained from a university website accessibility and usability validation process are analyzed and used to demonstrate how the design process can affect the online experience for users with disabilities. Interviews, observations, and use data (e.g. where users clicked on a page or what path taken through a site) were collected.…
Descriptors: Standards, Special Needs Students, Testing, Evaluation Criteria
Wei, Chun-Wang; Hung, I-Chun; Lee, Ling; Chen, Nian-Shing – Turkish Online Journal of Educational Technology - TOJET, 2011
This research demonstrates the design of a Joyful Classroom Learning System (JCLS) with flexible, mobile and joyful features. The theoretical foundations of this research include the experiential learning theory, constructivist learning theory and joyful learning. The developed JCLS consists of the robot learning companion (RLC), sensing input…
Descriptors: Foreign Countries, Educational Strategies, Constructivism (Learning), Experiential Learning
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