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Cao, Bingyi; Esponda-Argüero, Margarita; Rojas, Raúl – International Association for Development of the Information Society, 2016
In order to reduce the passivity of students and enhance their learning experience in large lectures, we developed a browser-based tool called Classroom Interacter to promote classroom interaction. It allows students to use their own mobile devices to participate in the learning process. The main features of Classroom Interacter include live…
Descriptors: Classroom Communication, Classroom Techniques, Learning Experience, Learning Processes
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Snodgrass, Suzanne J.; Ashby, Samantha E.; Rivett, Darren A.; Russell, Trevor – Australasian Journal of Educational Technology, 2014
Assessment of practical clinical skills is essential in the health fields. Objective Structured Clinical Exams (OSCEs), where examiners assess students performing clinical procedures on simulated patients (actors), are central to the evaluation of practical skills. However, traditional OSCEs require considerable time-investment to administer, and…
Descriptors: Clinical Experience, Medical Education, Medical Students, Physical Therapy
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Nishide, Ryo – Journal of Interactive Learning Research, 2011
This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…
Descriptors: Foreign Countries, Educational Innovation, Educational Experiments, Lecture Method
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Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
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Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin – Computers & Education, 2009
In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…
Descriptors: Online Courses, Questionnaires, Educational Games, Student Attitudes
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Morton, David A.; Foreman, K. Bo; Goede, Patricia A.; Bezzant, John L.; Albertine, Kurt H. – Advances in Physiology Education, 2007
The methods for authoring and distributing course content are undergoing substantial changes due to advancement in computer technology. Paper has been the traditional method to author and distribute course content. Paper enables students to personalize content through highlighting and note taking but does not enable the incorporation of multimedia…
Descriptors: Educational Technology, Course Content, Medical Education, Medicine
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Haugland, Susan W.; Shade, Daniel D. – Journal of Computing in Childhood Education, 1994
Surveyed 112 early childhood teachers, administrators, college faculty, curriculum specialists, business representatives, and students on the current status of computer integration in early childhood classrooms. Found that 79% of the respondents used computers with children aged 3-5 years and that the majority stressed that computer software for…
Descriptors: Administrators, College Faculty, Computer Attitudes, Computer Software Evaluation
Wade, Vincent P.; Lyng, Mary – 2000
This paper proposes an automated, third party World Wide Web (WWW)-based evaluation service (i.e., an online questionnaire) that focuses on usability issues of WWW-based courseware and can be used by any WWW course instructor/student. Requirements related to the usability of educational systems are summarized, including the learning environment,…
Descriptors: Comparative Analysis, Computer Software Evaluation, Computer Uses in Education, Courseware
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White, Anne M.; Palfreyman, Rachel – Language Learning Journal, 1994
Provides a case study of a computer-assisted language learning (CALL) program for beginning learners of Spanish at the University of Bradford, England. The pros and cons of various software used in the program, as well student attitudes toward CALL, are discussed. (six references) (MDM)
Descriptors: Case Studies, Computer Assisted Instruction, Computer Literacy, Computer Software Evaluation