NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)5
Since 2006 (last 20 years)11
Audience
Teachers2
Laws, Policies, & Programs
Assessments and Surveys
Patterns of Adaptive Learning…1
What Works Clearinghouse Rating
Showing all 11 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Hinostroza, J. Enrique; Ibieta, Andrea; Labbé, Christian; Soto, María Teresa – Education and Information Technologies, 2018
Many studies show that a large percentage of students lack the digital competencies to solve information problems using the internet. To address this problem, researchers have developed models to structure the process. However, we maintain that it is first necessary to understand how students actually search for information online when solving an…
Descriptors: Protocol Analysis, Problem Solving, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Fang, N.; Tajvidi, M. – Journal of Computer Assisted Learning, 2018
This study focuses on the investigation of the effects of computer simulation and animation (CSA) on students' cognitive processes in an undergraduate engineering course. The revised Bloom's taxonomy, which consists of six categories in the cognitive process domain, was employed in this study. Five of the six categories were investigated,…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fakomogbon, Michael Ayodele; Bolaji, Hameed Olalekan – Contemporary Educational Technology, 2017
Collaborative learning is an approach employed by instructors to facilitate learning and improve learner's performance. Mobile learning can accommodate a variety of learning approaches. This study, therefore, investigated the effects of collaborative learning styles on performance of students in a mobile learning environment. The specific purposes…
Descriptors: Cooperative Learning, Telecommunications, Handheld Devices, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Jang, Eunice Eunhee; Lajoie, Susanne P.; Wagner, Maryam; Xu, Zhenhua; Poitras, Eric; Naismith, Laura – Journal of Educational Computing Research, 2017
Technology-rich learning environments (TREs) provide opportunities for learners to engage in complex interactions involving a multitude of cognitive, metacognitive, and affective states. Understanding learners' distinct learning progressions in TREs demand inquiry approaches that employ well-conceived theoretical accounts of these multiple facets.…
Descriptors: Educational Technology, Technology Uses in Education, Simulation, Patients
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Stieff, Mike; Hegarty, Mary; Deslongchamps, Ghislain – Cognition and Instruction, 2011
Increasingly, multi-representational educational technologies are being deployed in science classrooms to support science learning and the development of representational competence. Several studies have indicated that students experience significant challenges working with these multi-representational displays and prefer to use only one…
Descriptors: Educational Technology, Visual Aids, Science Instruction, Organic Chemistry
Peer reviewed Peer reviewed
Direct linkDirect link
Jackson, Janna – Teaching Education, 2009
Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some students do playing videogames. This investigation examines the success, pitfalls, and lessons learned from incorporating videogame-like components into an educational technology class. For example,…
Descriptors: Assignments, Video Games, Protocol Analysis, Focus Groups
Peer reviewed Peer reviewed
Direct linkDirect link
Brand-Gruwel, Saskia; Wopereis, Iwan; Walraven, Amber – Computers & Education, 2009
This paper presents the IPS-I-model: a model that describes the process of information problem solving (IPS) in which the Internet (I) is used to search information. The IPS-I-model is based on three studies, in which students in secondary and (post) higher education were asked to solve information problems, while thinking aloud. In-depth analyses…
Descriptors: Problem Solving, Information Skills, Internet, Models
Peer reviewed Peer reviewed
Direct linkDirect link
Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
Moss, Barbara, Ed.; Lapp, Diane, Ed. – Guilford Publications, 2009
Upper-elementary students encounter a sometimes dizzying array of traditional and nontraditional texts both in and outside of the classroom. This practical handbook helps teachers in grades 4-6 harness the instructional potential of fiction, poetry, and plays; informational texts; graphic novels; digital storytelling; Web-based and multimodal…
Descriptors: Reading Comprehension, Protocol Analysis, High Stakes Tests, Cartoons
Moss, Barbara, Ed.; Lapp, Diane, Ed. – Guilford Publications, 2009
Even the youngest readers and writers in today's classrooms can benefit enormously from engagement with a wide range of traditional and nontraditional texts. This teacher-friendly handbook is packed with creative strategies for introducing K-3 students to fiction, poetry, and plays; informational texts; graphic novels; digital storytelling;…
Descriptors: Protocol Analysis, High Stakes Tests, Visual Aids, Biographies