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Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists
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Helker, Kerstin; Wosnitza, Marold – Frontline Learning Research, 2014
Existing research has identified feelings of responsibility as having major motivational implications for a person's actions. A person identifying as being responsible for a certain task will perceive themselves as self-determined and thus invest considerable effort in the task. Despite being conceptualised as an individual's sense of internal…
Descriptors: Heuristics, Guidelines, Educational Environment, Self Determination
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Abras, Chadia; Ozok, Ant; Preece, Jenny – Interactive Technology and Smart Education, 2005
E-learning is becoming a major component in academia today. Therefore, the success of e-learning online communities is crucial in order to ensure their permanency and effectiveness. There is a need for formalized guidelines in e-learning that instruct the designer (course instructor) on how to design, maintain, and manage a course. Some research…
Descriptors: Electronic Learning, Guidelines, Internet, Action Research
Ingram, Albert L. – Educational Communication and Technology Journal, 1988
Discussion of instructional design models focuses on a study concerned with developing effective instruction in heuristic-based problem solving for computer programing. Highlights include distinctions between algorithms and heuristics; pretests and posttests; revised instructional design procedures; student attitudes; task analysis; and…
Descriptors: Academic Achievement, Algorithms, Guidelines, Heuristics