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Kundu, Goutam Kumar; Perwez, Syed Khalid – Journal of International Education in Business, 2022
Purpose: This paper aims to identify and model the key barriers to implementation of project-based learning (PjBL) in higher educational institution. Design/methodology/approach: Using the interpretive structural modelling (ISM) technique, the study has developed a hierarchical-based model, depicting the mutual relationships amongst the key…
Descriptors: Barriers, Student Projects, Active Learning, Higher Education
Sun He; Thosporn Sangsawang – Turkish Online Journal of Educational Technology - TOJET, 2023
The objectives of this study were to (1) investigate the efficiency of blended teaching online according to the Super Star Learning Pass model on Basic computer application for Shunde Technical Vocational College, (2) compare students' achievements before and after learning through blended teaching online according to the Super Star Learning Pass…
Descriptors: Blended Learning, Electronic Learning, Vocational Education, Technical Education
Lau, Poh Nguk; Chan, Wen Loong; Li, Yuxuan – Journal of Chemical Education, 2022
As part of COVID-19 preparedness, a student-developed, Android-based app was used as a pre-laboratory learning aid for a molecular modeling laboratory in a first-year general chemistry course. A worksheet activity with trigger codes and questions related to spatial features of transition metal complexes was designed. Using the Transition Metal…
Descriptors: Visualization, Computer Oriented Programs, Organic Chemistry, Molecular Structure
Garcia, Brittany; Chun, Soo; Kicklighter, Caleb; Mai, Bin; Palma, Marco; Seo, Jinsil Hwaryoung – International Association for Development of the Information Society, 2021
Virtual reality recently expanded to collaborative and social networking environments where users interact with virtual characters (VCs) of various appearances and behaviors, often impacting the quality of experience. In this paper, we present preliminary survey results of perceptions about characteristics of VCs and a user study of a VR lecture…
Descriptors: Computer Simulation, Computer Oriented Programs, Lecture Method, Student Experience
Arantes, Janine – Qualitative Research Journal, 2022
Purpose: The purpose of this paper is to explore the potential of the substitution, augmentation, modification and redefinition (SAMR) model as a research method via a project that aimed to investigate pre-service teachers' negotiation of data-rich environments. Design/methodology/approach: The project that underpins this paper saw the author…
Descriptors: Models, Preservice Teachers, Computer Mediated Communication, Electronic Learning
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Hamza, Lamia; Tlili, Guiassa Yamina – International Journal of Web-Based Learning and Teaching Technologies, 2018
This article addresses the learning style as a criterion for optimization of adaptive content in hypermedia applications. First, the authors present the different optimization approaches proposed in the area of adaptive hypermedia systems whose goal is to define the optimization problem in this type of system. Then, they present the architecture…
Descriptors: Cognitive Style, Hypermedia, Educational Technology, Computer Oriented Programs
Fernandes, Jacks; Teles, Ariel; Teixeira, Silmar – Education Sciences, 2020
Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching-learning process may be hindered…
Descriptors: Health Education, Computer Simulation, Telecommunications, Handheld Devices
Campbell, Laurie O.; Gunter, Glenda A.; Kenny, Robert F. – International Journal of Game-Based Learning, 2019
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Change
Kaul, Manfred; Kless, André; Bonne, Thorsten; Rieke, Almut – International Association for Development of the Information Society, 2017
Almost unnoticed by the e-learning community, the underlying technology of the WWW is undergoing massive technological changes on all levels these days. In this paper we draw the attention to the emerging game changer and discuss the consequences for online learning. In our e-learning project "Work & Study", funded by the German…
Descriptors: Electronic Learning, Technological Advancement, Internet, Foreign Countries
Fawcett, Lee – Journal of Statistics Education, 2018
In this article we discuss our attempt to incorporate research-informed learning and teaching activities into a final year undergraduate Statistics course. We make use of the Shiny web-based application framework for R to develop "Shiny apps" designed to help facilitate student interaction with methods from recently published papers in…
Descriptors: Undergraduate Students, Foreign Countries, Statistics, Mathematics Instruction
Jasti, Pramod – ProQuest LLC, 2018
Research in this study used the technology acceptance model (TAM) as a theoretical framework for investigating STEM students and faculty perceptions of the use of mobile applications at a Historically Black College and University (HBCU) in the southeastern part of the United States. Mobile technology applications have become very popular over the…
Descriptors: Computer Oriented Programs, Handheld Devices, Student Attitudes, Teacher Attitudes
Kuhnel, Matthias; Seiler, Luisa; Honal, Andrea; Ifenthaler, Dirk – Interactive Technology and Smart Education, 2018
Purpose: The purpose of the study was to test the usability of the MyLA app prototype by its potential users. Furthermore, the Web app will be introduced in the framework of "Mobile Learning Analytics", a cooperation project between the Cooperative State University Mannheim and University of Mannheim. The participating universities focus…
Descriptors: Electronic Learning, Higher Education, Data Collection, Usability
Kuhnel, Matthias; Seiler, Luisa; Honal, Andrea; Ifenthaler, Dirk – International Association for Development of the Information Society, 2017
This study aims to test the usability of MyLA (My Learning Analytics), an application for students at two German universities: The Cooperative State University Mannheim and University of Mannheim. The participating universities focus on the support of personalized and self-regulated learning. MyLA collects data such as learning behavior and…
Descriptors: Electronic Learning, Higher Education, Data Collection, Usability
Read, Timothy; Bárcena, Elena; Kukulska-Hulme, Agnes – Research-publishing.net, 2016
This article presents a prototype social Mobile Assisted Language Learning (henceforth, MALL) app based on Kukulska-Hulme's (2012) conceptual framework. This research allows the exploration of time, place and activity type as key factors in the design of MALL apps, and is the first step toward a systematic analysis of such a framework in this type…
Descriptors: Social Media, Computer Oriented Programs, Handheld Devices, Second Language Learning
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