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Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
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Apaydinli, Köksal – Journal of Educational Technology and Online Learning, 2023
This study aims to examine the studies scanned in Web of Science and Scopus databases between 2006-2020 on the use of augmented reality applications in music education in terms of their descriptive features, methodological features, and outcomes, and to reveal the trends in this field. The criterion sample approach was utilized in this qualitative…
Descriptors: Music Education, Educational Research, Computer Simulation, Educational Technology
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Ismailova, Rita; Medeni, Tunç D.; Medeni, I. Tolga; Muhametjanova, Gulshat; Soylu, Demet – International Journal of Virtual and Personal Learning Environments, 2021
In the current work, systems based on mini/micro PCs that can support the corporate learning management practices have been evaluated. As a learning management system, the Moodle platform was chosen. The evaluation was based on the end users' experience. For measurement, carried out in three dimensions, a questionnaire was distributed among…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Integrated Learning Systems
Vegas, Emiliana; Ziegler, Lauren; Zerbino, Nicolas – Center for Universal Education at The Brookings Institution, 2019
The Center for Universal Education (CUE) at the Brookings Institution studies innovations that can rapidly improve education progress, including innovations that use education technology. If the education sector stays on its current trajectory, by 2030 half of all children and young people around the world will lack basic secondary-level skills…
Descriptors: Educational Technology, Educational Innovation, Technology Uses in Education, Teaching Methods
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Gnawali, Yagya Prasad; Upadhayaya, Parshu Ram; Sharma, Bishnu; Belbase, Shashidhar – European Journal of Educational Research, 2022
This study aimed to explore online and distance learning (ODL) issues related to higher education during the coronavirus disease (COVID-19) in Nepal. We applied an online survey design with a five-point Likert scale. We surveyed 71 (57 male and 14 female) postgraduate students in science education at a public higher education institution in…
Descriptors: Foreign Countries, Online Courses, Distance Education, Educational Technology
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Keane, Therese; Keane, William – Education and Information Technologies, 2017
This longitudinal study explores one secondary school's approach towards implementing a one computer to one student (1:1) program, which commenced in 2011. Prior to 2011, the school was not very technologically advanced, mainly due to financial constraints which impacted on infrastructure, procurement of hardware and software, the availability of…
Descriptors: Longitudinal Studies, Secondary School Teachers, Secondary School Students, Attitude Measures
Bogdanovic, Zorica; Simic, Konstantin; Milutinovic, Miloš; Radenkovic, Božidar; Despotovic-Zrakic, Marijana – International Association for Development of the Information Society, 2014
This paper presents a model for conducting Internet of Things (IoT) classes based on a web-service oriented cloud platform. The goal of the designed model is to provide university students with knowledge about IoT concepts, possibilities, and business models, and allow them to develop basic system prototypes using general-purpose microdevices and…
Descriptors: Web Based Instruction, Educational Technology, College Students, Information Technology
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Wang, Feihong; Lockee, Barbara B.; Burton, John K. – Journal of Educational Technology Systems, 2012
The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center…
Descriptors: Foreign Countries, Life Satisfaction, Computer Assisted Instruction, Adult Learning
Stokes, Sandra D. – ProQuest LLC, 2011
This quasi-experimental study focused on the initiatives undertaken by a community college's Academic Skills Enhancement Program (ASEP) commonly known as the Developmental Education Department to find an alternative delivery method to aid its students in learning developmental mathematics. Moreover, this study (1) conducted a comparative…
Descriptors: Schools of Education, College Mathematics, Pretests Posttests, Computers
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Santos, Marc Ericson C.; Chen, Angie; Taketomi, Takafumi; Yamamoto, Goshiro; Miyazaki, Jun; Kato, Hirokazu – IEEE Transactions on Learning Technologies, 2014
Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Meta Analysis
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Mechling, Linda C.; Bishop, Vanessa A. – Journal of Special Education, 2011
This article reports on two studies investigating the use of computer-based stimuli that may then be used to develop activities and programming for students with profound multiple disabilities (PMD). Both studies used an alternating treatments design and systematic assessment strategy to present stimuli sequentially and to measure student…
Descriptors: Video Technology, Stimuli, Multiple Disabilities, Computers
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Nicholas, Howard; Ng, Wan – International Journal of Technology and Design Education, 2012
While the ready-made Lego[TM] Robotics kits are popular in schools and are used by students at both primary and secondary year levels, using the Picaxe microcontroller (chip) to create simple electronic devices, including robotic devices is less popular. The latter imposes an additional challenge as a result of the need to construct the universal…
Descriptors: Foreign Countries, Secondary School Teachers, Teacher Attitudes, Pedagogical Content Knowledge
Bucks, Gregory Warren – ProQuest LLC, 2010
Computers have become an integral part of how engineers complete their work, allowing them to collect and analyze data, model potential solutions and aiding in production through automation and robotics. In addition, computers are essential elements of the products themselves, from tennis shoes to construction materials. An understanding of how…
Descriptors: Engineering Education, Racquet Sports, Construction Materials, Programming Languages
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Harteis, Christian; Gruber, Hans; Hertramph, Herbert – Educational Technology & Society, 2010
Epistemic beliefs comprise the individual understanding of the nature of knowledge and the creation of knowledge. Hence, they impact the perception of learning opportunities and professional learning activities. Many enterprises apply computer technology in order to support staff development through e-learning activities. However, a closer look at…
Descriptors: Foreign Countries, Electronic Learning, Epistemology, Workplace Learning
Grant, Terry L. – ProQuest LLC, 2011
The nation's K-12 schools are faced with critical challenges that are complex, complicated, and unprecedented (NCLB, 2001; Education Alliance, 2005; & Kowalski, 2009). The key challenges facing schools are elevating academic achievement; meeting No Child Left Behind (2001) standards (NCLB); South Carolina standards; the recruitment and…
Descriptors: Academic Achievement, At Risk Students, State Standards, Computers
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