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Showing 1 to 15 of 262 results Save | Export
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Lílian Tropiano; Pedro Reis – Journal of Media Literacy Education, 2024
The research aims to establish a conceptual framework to design a MOOC to promote media literacy in the context of information disorder. Information disorder is a phenomenon that mainly occurs from the large flow of false or incorrect content posted on the internet. Promoting media literacy is a way of helping citizens to face the challenges of…
Descriptors: MOOCs, Program Design, Media Literacy, Social Media
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Rocío Blanco; Melody García-Moya; Daniel Gómez-Atienza – Educational Technology & Society, 2024
This paper is devoted to the design, description and validation of the Android application TEAtreves, which focuses on structured arithmetic problem-solving for students with autism spectrum disorder (ASD). The application contains multiple adaptations to make it suitable for users with ASD. Validation was carried out with five students with ASD,…
Descriptors: Mathematical Concepts, Problem Solving, Educational Technology, Autism Spectrum Disorders
Burton, Ashley – ProQuest LLC, 2023
Quality online course design requires course designers to make carefully informed decisions based on current resources and considerations for the learner. Some faculty at historically Black colleges and universities (HBCUs) design online learning without the assistance of instructional designers, training, or a technological infrastructure that…
Descriptors: Black Colleges, College Faculty, Online Courses, Program Design
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Amber Sewell – International Journal of Designs for Learning, 2023
This instructional design case describes the author's process for creating an augmented reality learning experience for library instruction at an academic library. With no budget, no team, and little experience with this type of technology, this design case describes the development of an instructional design utilizing emerging technologies. It…
Descriptors: Computer Simulation, Academic Libraries, Library Instruction, Educational Technology
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Clausen, Jon M. – TechTrends: Linking Research and Practice to Improve Learning, 2022
Technology integration within instructional practices is an essential element in the preparation of teachers. However, expectations that a single course or hopes that technology infusion will spontaneously occur are not enough to prepare teacher candidates to integrate technology in meaningful ways. In the absence of a required educational…
Descriptors: Teacher Education Programs, Preservice Teacher Education, Educational Technology, Technology Integration
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Firmanul C. Wibowo; Hadi Nasbey; Ubed Alizkan; Dina R. Darman; Bayram Costu; Nur Jahan Ahmad; Muhammad A. H. Bunyamin – Pegem Journal of Education and Instruction, 2024
Augmented Reality (AR) can positively impact learning and provide authentic experiences in the form of simulations by increasing enthusiasm for learning and activities in the classroom. This research aims to develop the design and effectiveness of the Augmented Reality Greenhouse Effect (ARGE) Integration Model Physics Independent Learning (MPIL)…
Descriptors: Computer Simulation, Educational Technology, Program Design, Program Effectiveness
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Qazi, Ali Gohar; Mtenzi, Fredrick Japhet – International Journal of Mobile and Blended Learning, 2023
This paper examines the design and development of a mobile-mediated professional development program for primary school teachers. It explores learning design frameworks and strategies to offer effective, 24/7, anywhere-anytime PD using mobile technology. The study highlights the significance of design requirements and best practices in…
Descriptors: Faculty Development, Telecommunications, Handheld Devices, Educational Technology
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Jason K. McDonald; Jonathan Balzotti; Melissa Franklin; Jessica Haws; Jamin Rowan – International Journal of Designs for Learning, 2023
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the…
Descriptors: Computer Simulation, Program Design, Program Development, Barriers
Blount, Jeb – John Wiley & Sons, Inc, 2021
Virtual Instructor-Led Training combines the structure, accountability, and social learning benefits of classroom training with speed, agility, and significant cost savings. With VILTs, you can train more people in less time while realizing a much higher return on training investments than physical classroom training. It also has a significantly…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Training
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Kieu, Quan Thuan – Problems of Education in the 21st Century, 2023
To prepare citizens for the digital era, the Vietnamese government has issued guidance for higher institutions to play a vital role in cultivating digital skills. However, these institutions face challenges due to limited digital technology capacity, resulting in inadequate skill development. To address this, they collaborate with industries…
Descriptors: Foreign Countries, Technological Literacy, Agricultural Education, Educational Technology
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Marta Carnelli; Pragya Dewan; Sophia Kan; Janina Cuevas Zúñiga – UNICEF Innocenti - Global Office of Research and Foresight, 2023
In 2021, Mexico introduced "Pasaporte al Aprendizaje," a localized version of the Learning Passport digital learning platform, to mitigate learning loss after widespread school closures due to the COVID-19 pandemic. Between October 2021 and February 2023, almost 100,000 students utilized it for upper-secondary courses. The research…
Descriptors: Foreign Countries, Electronic Learning, Learning Management Systems, COVID-19
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Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2023
Designing a digital game using method, activities, contexts and problems which have been proved to be effective in mathematics education for a long time, will increase the effectiveness and success of the game. The purpose of this study was to reflect the digital game design process for the area concept. The design-based research method was used…
Descriptors: Video Games, Computer Games, Mathematics Education, Educational Technology
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Rienties, Bart; Divjak, Blazenka; Iniesto, Francisco; Pažur Anicic, Katarina; Žižak, Mirza – International Review of Education, 2023
It is widely acknowledged that graduates need to develop skills and competences beyond the theoretical knowledge nurtured within higher education curricula. In the last twenty years there has been an increased interest in supporting learners with work-based learning (WBL) (e.g. apprenticeships, practice-based lab sessions, project-based learning).…
Descriptors: Online Courses, Work Experience Programs, Job Skills, Skill Development
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Kumar, Swapna; Dawson, Kara; Pollard, Rhiannon; Jeter, Gage – TechTrends: Linking Research and Practice to Improve Learning, 2022
Dissertation guiding principles and purposefully designed research curriculum guide the conceptualization and structure of dissertations in the EdD in Educational Technology at a large university in the US. An analysis of 69 dissertations completed by the first five cohorts over ten years was conducted to determine the theories, frameworks, and…
Descriptors: Doctoral Dissertations, Content Analysis, Educational Technology, Theories
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Kristin Herman; Patricia Davidson – International Journal of Designs for Learning, 2022
This design case documents the reimagination of new faculty orientation for a mid-sized public university due to the COVID-19 global pandemic. This fully virtual iteration was facilitated during the summer of 2020 and is compared both to previous in-person iterations of new faculty orientation as well as a blended modality version of the…
Descriptors: College Faculty, Teacher Orientation, Models, Distance Education
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