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Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Jonathan Spike – ProQuest LLC, 2024
As more and more students seek out online educational opportunities, emerging technology and platforms must provide the most effective experience for learners to expand their knowledge and skill sets. The research study aimed to investigate social presence, collaboration, and design opportunities in head-mounted, virtual reality as compared to the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Interpersonal Relationship
Corey Schimpf; Brian Castellani – International Journal of Social Research Methodology, 2024
Advances in the integration of smart technology with interdisciplinary methods has created a new genre, approachable modeling and smart methods -- AM-Smart for short. AM-Smart platforms address a major challenge for applied and public sector analysts, educators and those trained in traditional methods: accessing the latest advances in…
Descriptors: Technology Integration, Technology Uses in Education, Computer Oriented Programs, Artificial Intelligence
Usability of Virtual Reality for Basic Design Education: A Comparative Study with Paper-Based Design
Özgen, Dilay Seda; Afacan, Yasemin; Sürer, Elif – International Journal of Technology and Design Education, 2021
Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Design
Office of Educational Technology, US Department of Education, 2024
Technology can be a powerful tool to help transform learning. It has the potential to empower students to expand their learning beyond the confines of the traditional classroom, support self-directed learning, help educators tailor learning experiences to individual student needs, and support students with disabilities. Technology also has the…
Descriptors: Technology Uses in Education, Global Approach, Electronic Learning, Computer Assisted Instruction
Theeravej Raklaemthong; Pratima Bunchau; Waranya Dathpong; Panit Thongdee – Journal of Education and Learning, 2025
This study explores the need for producing Thai Diorama documentaries to enhance learning experiences. Based on a survey of 50 respondents, the research focuses on three main aspects: content and presentation, graphic design and presentation techniques, and utilization. The findings show that the overall demand for such documentaries is very high.…
Descriptors: Foreign Countries, Documentaries, Art Products, Visual Aids
Gerbaudo, Ricardo; Gaspar, Ricardo; Gonçalves Lins, Romulo – Education and Information Technologies, 2021
The ubiquity of mobile devices with internet access and social networks has transformed the way people consume information. Individuals stay connected to platforms for instant communication and sharing of concise messages and videos, which have increased the expectation for objectivity on any offered content. However, this objectivity has been…
Descriptors: Video Technology, Multimedia Materials, Multimedia Instruction, Information Technology
Caglayan, Evrim – International Education Studies, 2021
The Coronavirus (COVID-19) pandemic, which started in the People's Republic of China in December 2019, spread to the entire world at the beginning of 2020 and affected all areas of social life. Under the measures were taken by governments; education in countries was stopped temporary and art and design education were carried to the computer…
Descriptors: Foreign Countries, COVID-19, Pandemics, School Closing
Fumiya Akasaka; Fuko Oura; Kentaro Watanabe – International Journal of Art & Design Education, 2025
The paradigm of design must drastically change to promote sustainable social development that considers not only economic growth but also human well-being and environmental sustainability. Some scholars argue that the central paradigm of design should focus more on the societal perspective. This article refers to such a socially oriented design…
Descriptors: Foreign Countries, Design, Sustainable Development, Social Development
Tülin Haslaman; Filiz Kuskaya Mumcu; Nilüfer Atman Uslu – Education and Information Technologies, 2024
The present study illustrates digital storytelling (DS) as an open-ended learning environment, which is one of the ways of preparing pre-service teachers (PST) to practice computational thinking (CT) in their future teaching. An 8-week teacher training program was organized and presented. The study aims to investigate the program's impact on the…
Descriptors: Computation, Thinking Skills, Story Telling, Educational Technology
Nazi Mahendru; Mai Neo – Journal of Educational Multimedia and Hypermedia, 2023
Education today is fast evolving with the inclusion of immersive and online technologies, making the teaching and learning processes more interesting and engaging. This study presents students' perception of using Augmented Reality (AR) as an instructional tool for the understanding and learning of theories and basics of design. This study was…
Descriptors: Computer Simulation, Educational Technology, Graduate Students, Design
West, Joyce; Malatji, Makwalete Johanna – Electronic Journal of e-Learning, 2021
The integration of technology within higher education, specifically teacher education, has become vital in preparing pre-service teacher for the 21st-century classroom. Literature shows that the integration of technology allows students to engage deeply with content and promote authentic learning. Over two years, pre-service teachers who enrolled…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Higher Education
Cheng, Ya-Wen; Wang, Yuping; Yang, Yu-Fen; Yang, Zih-Kwan; Chen, Nian-Shing – Computer Assisted Language Learning, 2021
This study aims to design an authoring system of robots and IoT-based toys for creating a scenario-based interactive learning environment for young English as a Foreign Language learners. This study adopts a design-based research approach to investigate the pedagogical needs, the critical features and usability of such a authoring system. Twelve…
Descriptors: Robotics, Design, Toys, Teaching Methods
EL-Ariss, Bilal; Zaneldin, Essam; Ahmed, Waleed – Education Sciences, 2021
Conventional methods of teaching structural engineering topics focus on face-to-face delivery of course materials. This study shows that using video-based e-learning in delivering an undergraduate Structural Steel Design course satisfactorily achieved most of the course learning outcomes. Video-based e-learning with animations and simulations…
Descriptors: Teaching Methods, Video Technology, Educational Technology, Electronic Learning