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Showing 1 to 15 of 38 results Save | Export
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Mohan Yang; Courtney Miller; Helen Crompton; Zilong Pan; Noah Glaser – TechTrends: Linking Research and Practice to Improve Learning, 2024
The implementation of virtual reality (VR) has gained popularity in the organizational settings in responding to the digital transformation in the era of Industry 4.0. VR offers immersive and authentic experiences for learners through simulated real-life scenarios during training. While the affordances have been widely discussed, there is a need…
Descriptors: Computer Simulation, Organizational Learning, Training, Technology Integration
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Phillips, Jeffrey; Klein, James D. – TechTrends: Linking Research and Practice to Improve Learning, 2023
This article presents a set of change management strategies found across several models and frameworks and identifies how frequently change management practitioners implement these strategies in practice. We searched the literature to identify 15 common strategies found in 16 different change management models and frameworks. We also created a…
Descriptors: Organizational Development, Change Strategies, Organizational Culture, Institutional Mission
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Hoffman, Daniel L.; Leong, Peter; Ka'aloa, Rochelle Pi'ilani H.; Paek, Seungoh – TechTrends: Linking Research and Practice to Improve Learning, 2022
Culturally-relevant computing has been discussed as a way to promote K-12 Computer Science education and address ongoing challenges related to diversity, equity, and inclusion. What is not well understood about the practice of culturally-relevant computing, however, is how to bring together existing cultural frameworks and Computer Science…
Descriptors: Culturally Relevant Education, Computer Science Education, Teacher Attitudes, Educational Principles
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Miles, Hannah; Ari, Fatih – TechTrends: Linking Research and Practice to Improve Learning, 2022
This action research aimed to evaluate the impact of personalized reading plans on first-grade students' reading engagement and comprehension. Personalized reading plans were created for each student based on their interests and reading abilities within an e-book library. Qualitative and quantitative data were gathered from 10 first-grade students…
Descriptors: Program Implementation, Reading Programs, Individualized Instruction, Electronic Books
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Reigeluth, Charles M.; Karnopp, Jennifer R. – TechTrends: Linking Research and Practice to Improve Learning, 2020
Systemic change is far more difficult than piecemeal reforms because it requires far more interrelated and interdependent sets of changes to occur. Systemic change has two potential areas of failure: (1) the change process (action) may never reach full implementation of the new system, and (2) the new system (vision) may not be well designed. This…
Descriptors: Educational Change, Systems Approach, Program Development, Program Implementation
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Snelson, Chareen – TechTrends: Linking Research and Practice to Improve Learning, 2022
Quest-based learning (QBL) is a choice-driven approach that integrates game elements in a gamified or game-based learning environment. A scoping review of the research literature was conducted to examine the extent, range and nature of the QBL research activity, how the approach has been used in educational practice and what benefits or…
Descriptors: Game Based Learning, Educational Benefits, Educational Practices, Feasibility Studies
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Padilla Rodriguez, Brenda Cecilia – TechTrends: Linking Research and Practice to Improve Learning, 2022
During the COVID-19 pandemic, the world turned to online tools as a means of ensuring continued access to education, highlighting possibilities for innovation, particularly in contexts like Mexico, where the use of edtech was not previously prevalent. When educational institutions reopened their physical campuses, many schools and universities…
Descriptors: Foreign Countries, Blended Learning, Educational Innovation, COVID-19
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Wen, Yun; Gwendoline, Choon Lang Quek; Lau, Sin Yee – TechTrends: Linking Research and Practice to Improve Learning, 2021
With the integration of technology in teaching and learning, online learning is not a new instructional strategy in the education landscape. However, the onset of the COVID-19 pandemic has necessitated the implementation of Home-based Learning (HBL) for educators, parents, and students on an unprecedented duration and scale. The notions and the…
Descriptors: Information Technology, Technology Integration, Electronic Learning, Home Study
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Mary Ellen Dello Stritto; Naomi R. Aguiar; Greta R. Underhill; Cat Turk; Gretchen Lohry-Smith; Raquel Lamantain – TechTrends: Linking Research and Practice to Improve Learning, 2025
In higher education, online students are often precluded from research assistantships that are more accessible for campus-based students. At a highly ranked institution for online learning, we developed the Undergraduate Research Program (URP) to address this gap in opportunities for online students. The URP is designed to engage fully distanced…
Descriptors: Undergraduate Students, Distance Education, Student Research, Research Opportunities
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Alamri, Hamdan A.; Watson, Sunnie; Watson, William – TechTrends: Linking Research and Practice to Improve Learning, 2021
Personalized learning has the potential to transfer the focus of higher education from teacher-centered to learner-centered environments. The purpose of this integrative literature review was to provide an overview of personalized learning theory, learning technology that supports the personalization of higher education, current practices, as well…
Descriptors: Individualized Instruction, Educational Technology, Technology Uses in Education, Blended Learning
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Rosenberger, Kyle – TechTrends: Linking Research and Practice to Improve Learning, 2019
Digital badging programs are becoming increasingly popular in K-12, higher education, and corporate training environments. Instructional designers are playing a key role in the design and implementation of such programs. This qualitative research study was conducted to identify practical techniques from instructional designers who have been…
Descriptors: Instructional Design, Information Storage, Program Implementation, Credentials
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Essmiller, Kathy; Thompson, Penny; Alvarado-Albertorio, Frances – TechTrends: Linking Research and Practice to Improve Learning, 2020
In keeping with its land grant mission, a university campus library partnered with several OER advocacy efforts on both national and state levels to promote the creation and use of OER at the university. While the program had some initial success in inspiring faculty to create and use OER in their courses, the effort proved difficult to sustain.…
Descriptors: Open Educational Resources, Sustainability, Academic Libraries, Partnerships in Education
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Safadel, Parviz; Hwang, Scott N.; Perrin, Joy M. – TechTrends: Linking Research and Practice to Improve Learning, 2023
This paper presents a novel implementation of a three-dimensional Virtual Librarian Chatbot using IBM Watson artificial intelligence technology and virtual reality. In this method, participants interact with virtual librarian chatbots by asking specific questions about the library system. This research investigated the factors used in the…
Descriptors: Librarians, Electronic Learning, Computer Simulation, Computer Mediated Communication
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Phillips, Tanner; Ozogul, Gamze – TechTrends: Linking Research and Practice to Improve Learning, 2020
In this study the authors conducted an empirical, bibliometric analysis of current literature in learning analytics. The authors performed a citation network analysis and found three dominant clusters of research. A qualitative thematic review of publications in these clusters revealed distinct context, goals, and topics. The largest cluster…
Descriptors: Learning Analytics, Educational Research, Bibliometrics, Citation Analysis
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Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris – TechTrends: Linking Research and Practice to Improve Learning, 2017
Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…
Descriptors: Educational Games, Higher Education, Case Studies, Program Implementation
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