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Cicco, Gina – Journal of Educational Technology, 2013
This article will address the importance of properly training faculty members to teach online courses within graduate counseling programs. The number of online course offerings among graduate education programs is steadily increasing across colleges and universities. This trend is of particular interest for counselor educators because counseling…
Descriptors: College Faculty, Online Courses, Counselor Training, Graduate Study
AlFuqaha, Isam Najib – Journal of Educational Technology, 2013
This paper attempts to delineate the frameworks of learner-centered vis-à-vis teacher-centered processes of learning prevalent in the second decade of the twenty-first century. It defines the pedagogical changes that have emerged due to the development of delivery technologies, and the interrelations among teachers, students, and knowledge. The…
Descriptors: Social Media, Cooperation, Social Networks, Scaffolding (Teaching Technique)
Kok, Ayse – Journal of Educational Technology, 2009
The System Dynamics approach can be seen as a new way of understanding dynamical phenonema (natural, physical, biological, etc.) that occur in our daily lives taking into consideration not only single pairs of cause-effect variables, but the functioning of the system as a whole. This approach also provides the students with a new understanding in…
Descriptors: Educational Technology, Technology Uses in Education, Systems Approach, Simulation
Swanier, Cheryl A.; Seals, Cheryl D.; Billionniere, Elodie V. – Journal of Educational Technology, 2009
This paper aims to address the need of increasing student achievement in mathematics using a visual programming language such as Scratch. This visual programming language facilitates creating an environment where students in K-12 education can develop mathematical simulations while learning a visual programming language at the same time.…
Descriptors: Mathematics Achievement, Programming Languages, Elementary Secondary Education, Simulation
Ogletree, Tamra; Saurino, Penelope; Johnson, Christie – Journal of Educational Technology, 2009
Our action research project examined the on-task and off-task behaviors of university-level student, use of wireless laptops in face-to-face classes in order to establish rules of wireless laptop etiquette in classroom settings. Participants in the case study of three university classrooms included undergraduate, graduate, and doctoral students.…
Descriptors: Action Research, Time on Task, College Students, Laptop Computers
Vaughn, Brandon K. – Journal of Educational Technology, 2009
In this paper, an interactive teaching approach to introduce the concept of sampling distributions using the statistical software program, R, is shown. One advantage of this approach is that the program R is freely available via the internet. Instructors can easily demonstrate concepts in class, outfit entire computer labs, and/or assign the…
Descriptors: Sampling, Statistics, Computer Software, Statistical Analysis
Franklin, Teresa J. – Journal of Educational Technology, 2008
This paper presents the development of a 3-D virtual environment in Second Life for the delivery of standards-based science content for middle school students in the rural Appalachian region of Southeast Ohio. A mixed method approach in which quantitative results of improved student learning and qualitative observations of implementation within…
Descriptors: Middle School Students, Secondary School Science, Science Education, Computer Simulation
Lee, Yu-Yuan – Journal of Educational Technology, 2008
This study investigates the effects of game genres on the choice of certain language learning strategies among Taiwanese college students. The sample for the study consists of 162 undergraduate freshmen in an institute of technology in Taiwan. The results show that game genres have an influence on the choice of different language learning…
Descriptors: Second Language Learning, Metacognition, Learning Strategies, Role Playing
Katre, Dinesh S. – Journal of Educational Technology, 2007
Many e-learning applications and games have been studied to identify the common interaction models of constructivist learning, namely: 1. Move the object to appropriate location; 2. Place objects in appropriate order and location(s); 3. Click to identify; 4. Change the variable factors to observe the effects; and 5. System personification and…
Descriptors: Electronic Learning, Usability, Constructivism (Learning), Heuristics