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Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies
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Nguyen, Huong Tran; Benken, Babette M.; Hakim-Butt, Karen; Zwiep, Susan Gomez – International Journal of Teaching and Learning in Higher Education, 2013
A university-wide secondary credential program (middle and high school) has engaged in systemic reform through professional development for content faculty to better equip prospective secondary teacher candidates for supporting the academic and social needs of English language learners (ELLs), particularly in urban schools. Data from five years of…
Descriptors: Teacher Education, English Language Learners, Student Teachers, Student Needs
Nam, Y.; Ito, E. – Journal of Geoscience Education, 2011
For the past 10 years, a climate change course has been offered in a large Midwest university. This course has been focusing on improving college students' scientific knowledge of climate change and human interactions using historical evidence as well as improving their information literacy in science through a course project that requires…
Descriptors: Undergraduate Students, Climate, Ecology, Interaction
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Lu, Lilly – Studies in Art Education: A Journal of Issues and Research in Art Education, 2013
3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most participants…
Descriptors: Art Education, Virtual Classrooms, Learning Experience, Online Courses
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Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis