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Showing 1 to 15 of 26 results Save | Export
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Xu, Zhe; Gu, Xiaoqing – Interactive Learning Environments, 2017
Using tools to support learning design has been proven feasible in improving the integration of technology into the curriculum. However, novice teachers are faced with two major issues, including their limited experience in learning design and limited ability in using new technologies. Learning map is explored and developed in e-Textbooks to…
Descriptors: Beginning Teachers, Concept Mapping, Instructional Design, Case Studies
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Rayanto, Yudi Hari; Rusmawan, Putu Ngurah – Journal of Education and Practice, 2016
The purposes of this research are to find out, (1) whether C-ID, R2D2 model is effective to be implemented on learning Reading comprehension, (2) college students' activity during the implementation of C-ID, R2D2 model on learning Reading comprehension, and 3) college students' learning achievement during the implementation of C-ID, R2D2 model on…
Descriptors: Reading Comprehension, College Students, Reading Achievement, Program Implementation
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Gyamfi, Stephen Adu – International Journal of Education and Development using Information and Communication Technology, 2017
Despite the popularity of Web 2.0 technologies and their educational benefits in the 21st century classroom environment, their use for teaching and learning purposes is still very limited. This study extended the technology acceptance model (TAM) to empirically examine factors that determine Ghanaian geography student teachers' acceptance of Web…
Descriptors: Foreign Countries, Web 2.0 Technologies, Geography Instruction, Student Teachers
Hebebci, Mustafa Tevfik; Kucuk, Sirin; Celik, Ismail; Akturk, A. Oguz; Sahin, Ismail; Eren, Fetah – Online Submission, 2014
The purpose of this paper is to introduce an interactive online case-study library website developed in a national project. The design goal of the website is to provide interactive, enhanced, case-based and online educational resource for educators through the purpose and within the scope of a national project. The ADDIE instructional design model…
Descriptors: Foreign Countries, Web Sites, Technology Integration, Internet
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Al-Samarraie, Hosam; Selim, Hassan; Teo, Timothy; Zaqout, Fahed – Interactive Learning Environments, 2017
When faced with excessive detail in an online environment, typical users have difficulty processing all the elements of representation. This in turn creates cognitive overload, which narrows the user's focus to a few select items. In the context of e-learning, we translated this aspect as the learner's demand for a system that facilitates the…
Descriptors: Foreign Countries, Undergraduate Students, Instructional Design, Online Courses
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Rusman, Ellen; Ternier, Stefaan; Specht, Marcus – Educational Technology & Society, 2018
This article describes the theory-informed design of the "ELENA goes shopping" mobile game and reports on the evaluation of its effectiveness through a design research approach. The game aimed to foster young children's (aged 4-8) interest in a neighboring (geographically proximate) language and to familiarize them with its sounds,…
Descriptors: Young Children, Early Childhood Education, Second Language Learning, Educational Games
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Lee, Jihyun; Lim, Cheolil; Kim, Hyeonsu – Educational Technology Research and Development, 2017
In response to pedagogical challenges in higher education, blended learning has become a prevalent practice in colleges and universities. Flipped learning (FL) represents a newly emerging form of blended learning, where students individually watch online lectures prior to class and then engage in classroom learning activities interacting with…
Descriptors: Instructional Development, Instructional Design, Models, Blended Learning
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Balta, Nuri – EURASIA Journal of Mathematics, Science & Technology Education, 2015
The aim of this study is to develop an instructional design model for science laboratory instruction. Well-known ID models were analysed and Dick and Carey model was imitated to produce a science laboratory instructional design (SLID) model. In order to validate the usability of the designed model, the views of 34 high school teachers related to…
Descriptors: Instructional Design, Models, Science Laboratories, Science Instruction
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Katmada, Aikaterini; Mavridis, Apostolos; Tsiatsos, Thrasyvoulos – Electronic Journal of e-Learning, 2014
This paper focuses on the design, implementation and evaluation of an online game for elementary and middle school mathematics. Its aim is twofold: (a) the development of the prototype of a flexible and adaptable computer game, and (b) the evaluation of this prototype, as to its usability and technical aspects. The particular computer game was…
Descriptors: Educational Games, Computer Games, Mathematics Instruction, Elementary School Mathematics
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Hwang, Gwo-Haur; Chen, Beyin; Huang, Cin-Wei – Educational Technology & Society, 2016
In recent years, with the gradual increase in the importance of professional certificates, improvement in certification tutoring systems has become more important. In this study, we have developed a personalized ubiquitous multi-device certification tutoring system (PUMDCTS) based on "Bloom's Taxonomy of Educational Objectives," and…
Descriptors: Electronic Learning, Educational Technology, Individualized Instruction, Certification
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Mostafa, Akram Fathy – Journal of Educational Technology, 2015
The aim of the research is to explore the relation of mobile Blogging (Moblogging -MB) on the usability and development of Knowledge Management skills for Blind Students. The research followed a pretest and posttest quasi experimental design. Participants were 17 blind students from the third semester of the academic year 2015 in the course of…
Descriptors: Foreign Countries, Student Journals, Electronic Journals, Handheld Devices
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Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2013
The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…
Descriptors: Educational Games, Adventure Education, Models, Programming
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Farisi, Mohammad Imam – Turkish Online Journal of Distance Education, 2014
The purpose of the study is to describe student's performance in tutorial online (tuton) of Social Studies through developing the 5Es--Engage Explore, Explain, Elaborate, and Evaluate--Learning Cycle Model (the 5Es-LCM). The study conducted at UT-Online portal uses the Research and Development (R&D) method. The research subjects consisted of…
Descriptors: Social Studies, Performance Based Assessment, Tutorial Programs, Online Courses
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Celik, Serkan – Turkish Online Journal of Distance Education, 2012
Revolutionary advancements have been observed in e-learning technologies though an amalgamated evaluation methodology for new generation e-learning content development tools is not available. The evaluation of educational software for online use must consider its usability and as well as its pedagogic effectiveness. This study is a first step…
Descriptors: Foreign Countries, Electronic Learning, Computer Software, Computer Software Evaluation
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Mason, Raina; Cooper, Graham – Computer Science Education, 2013
This paper reports on a series of introductory programming workshops, initially targeting female high school students, which utilised Lego Mindstorms robots. Cognitive load theory (CLT) was applied to the instructional design of the workshops, and a controlled experiment was also conducted investigating aspects of the interface. Results indicated…
Descriptors: Programming, Introductory Courses, Cognitive Processes, Difficulty Level
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