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Yu-Hui Ching; Sasha Wang; Min Long – TechTrends: Linking Research and Practice to Improve Learning, 2025
This study explored pre-service teachers' perceptions of a 3D printing integrated science, technology, engineering, and mathematics (STEM) module within a college-level mathematics content course. Data from surveys and reflections collected from nineteen participants were analyzed. Results indicated that the pre-service teachers perceived…
Descriptors: Printing, Computer Peripherals, STEM Education, College Mathematics
Case, Adam – TechTrends: Linking Research and Practice to Improve Learning, 2022
This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game, "The Witness," was incorporated into the first-year seminar is given along with an overview of teaching…
Descriptors: Computer Games, Game Based Learning, Problem Solving, Creative Thinking
Howard, Craig D. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Collaborative Video Annotation (CVA) is a kludge where learners annotate video together, experiencing both the video and each other's annotations in a dynamic discussion. Three scenes from small group CVA discussions were selected for analysis from 14 CVA discussions where 8-12 learners interacted via the annotation tool on top of a video. The…
Descriptors: Video Technology, Media Literacy, Undergraduate Students, Semiotics
Eiland, Lea S. – TechTrends: Linking Research and Practice to Improve Learning, 2018
Active-learning activities can be successfully implemented into a course even when instructors are not in the same physical classroom as students. Technology can assist with synchronous distance education as well as facilitate active learning. This manuscript describes student perceptions of active learning activities in a re-designed drugs in…
Descriptors: Teaching Methods, Active Learning, Pregnancy, Drug Use
Dobbins, Chelsea; Denton, Philip – TechTrends: Linking Research and Practice to Improve Learning, 2017
This paper is a report of an investigation in which mobile technologies were used during large lecture-type sessions in tandem with the Textwall™ software. This online program is able to receive and present messages from students' devices that the lecturer may then share. It also can be used to collect student votes on multiple-choice questions,…
Descriptors: Telecommunications, Handheld Devices, Lecture Method, Large Group Instruction
Wasko, Christopher – TechTrends: Linking Research and Practice to Improve Learning, 2013
Augmented reality (AR) enhanced learning environments have been designed to teach a variety of subjects by having learners act like professionals in the field as opposed to students in a classroom. The environments, grounded in constructivist and situated learning theories, place students in a meaningful, non-classroom environment and force them…
Descriptors: Handheld Devices, Computer Software, Student Attitudes, Constructivism (Learning)
Lavolette, Elizabeth; Venable, Melissa A.; Gose, Eddie; Huang, Eric – TechTrends: Linking Research and Practice to Improve Learning, 2010
The synchronous tool that is right for developing an online course depends on the context, needs and priorities. This report compares synchronous, virtual classroom systems Elluminate Live! v. 9 and Dimdim v. 4.5. The researchers compared the features of each system in terms of facilitation of communication, presentation of course content and…
Descriptors: Feedback (Response), Online Courses, Student Attitudes, Teacher Attitudes
Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
Vallance, Michael – TechTrends: Linking Research and Practice to Improve Learning, 2008
Reflective practice, or reflection, is considered such a vital component of the learning process that strategies and supporting tools warrant continued research in the learning sciences. Reflection has been defined as "deliberating on experience" (Pennington, 1995, p. 47), "an activity or process in which experience is recalled,…
Descriptors: Reflection, Undergraduate Students, Scientific Literacy, Databases
Matthew, Kathryn I.; Felvegi, Emese – TechTrends: Linking Research and Practice to Improve Learning, 2009
In this article, students' perceptions of the benefits and the challenges of creating a wiki for a language arts methods class are explored through their online reflections and interview transcripts. The students' own words describe their experiences about learning course content while collaborating to create a course wiki. Reflecting on the…
Descriptors: Methods Courses, Student Attitudes, Textbooks, Language Arts
Johnson, Genevieve, Marie – TechTrends: Linking Research and Practice to Improve Learning, 2006
This paper presents a review of recent research that examines the relative instructional utility of text-based synchronous and asynchronous computer-mediated communication (CMC). As a mechanism for limiting the number of studies reviewed as well as controlling for emergent technologies, only research published since 2000 was reviewed. The goal was…
Descriptors: Instructional Effectiveness, Thinking Skills, Computer Mediated Communication, Literature Reviews