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McCarthy, Kathryn S.; Watanabe, Micah; McNamara, Danielle S. – Grantee Submission, 2020
The Design Implementation Framework, or DIF, is a design approach that evaluates learner and user experience at multiple points in the development of intelligent tutoring systems. In this chapter, we explore how DIF was used to make system modifications to iSTART, a game-based intelligent tutoring system for reading comprehension. Using DIF as a…
Descriptors: Intelligent Tutoring Systems, Reading Comprehension, Educational Games, Program Development
Polys, Nicholas F.; Bacim, Felipe; Setareh, Mehdi; Jones, Brett D. – Engineering Design Graphics Journal, 2015
There has been a significant gap between the tools used for the design of a building's architectural form and those that evaluate the structural physics of that form. Seeking to bring the perspectives of visual design and structural engineering closer together, we developed and evaluated a design tool for students and practitioners to explore the…
Descriptors: Architecture, Design, Depth Perception, Computer Simulation
Cuendet, Sébastien; Dehler-Zufferey, Jessica; Ortoleva, Giulia; Dillenbourg, Pierre – International Journal of Computer-Supported Collaborative Learning, 2015
Despite many years of research in CSCL, computers are still scarcely used in classrooms today. One reason for this is that the constraints of the classroom environment are neglected by designers. In this contribution, we present a CSCL environment designed for a classroom usage from the start. The system, called TapaCarp, is based on a tangible…
Descriptors: Cooperative Learning, Computer Uses in Education, Educational Technology, Computer Mediated Communication
The Construction of an Online Competitive Game-Based Learning System for Junior High School Students
Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…
Descriptors: Program Effectiveness, Competition, Student Attitudes, Junior High School Students
Kjartansdóttir, Skúlína Hlíf; Jakobsdóttir, Sólveig – International Association for Development of the Information Society, 2013
In this paper we present the results of an evaluation study of a development project for the introduction and use of tablet computers (iPads) at the lower secondary level in Nordlinga school, a compulsory school in Reykjavík. In the study, we assess the impact of the use of tablet computers on instruction and students' learning in grades 9 to 10,…
Descriptors: Foreign Countries, Handheld Devices, Computer Uses in Education, Electronic Learning
Nieto-Fernandez, Fernando; Race, Kathryn; Quarless, Duncan A. – Journal of Educational Technology Systems, 2013
The Old Westbury Neuroscience International Research Program (OWNIP) encourages undergraduate students from health disparities populations and underrepresented minorities to pursue careers in basic science, biomedical, clinical, and behavioral health research fields. To evaluate this program, several measures were used tracked through an online…
Descriptors: Evaluation Methods, Mentors, Science Laboratories, Student Development
Kent, Andrea M.; Simpson, Jennifer L. – Journal of Digital Learning in Teacher Education, 2010
The purpose of this work is to examine using interactive videoconferencing (IVC) to provide preservice teachers with a model of exemplary reading instruction to transfer their learning and implement effective reading instruction. The program was facilitated by university professors and carried out though frequent interactions between preservice…
Descriptors: Reading Teachers, Master Teachers, Reading Instruction, College School Cooperation
Chen, Chao-hsiu – Computers & Education, 2010
Recently, more and more researchers have been exploring uses of mobile technology that support new instructional strategies. Based on research findings related to peer and self assessment, this study developed a Mobile Assessment Participation System (MAPS) using Personal Digital Assistants (PDAs) as the platform. In addition, the study proposes…
Descriptors: Feedback (Response), Educational Strategies, Education Courses, Self Evaluation (Individuals)
Online Learning Community Development with Teachers as a Means of Enhancing Initial Teacher Training
Hramiak, Alison – Technology, Pedagogy and Education, 2010
A purpose-built blend of teaching and learning activities was used with trainee teachers on a Postgraduate Certificate in Education (PGCE) course, and subsequently evaluated in a cyclical action research study, over a period of two years. The purpose of the blend was to engender the formation of a learning community, by giving them access to each…
Descriptors: Electronic Learning, Community, Action Research, Distance Education
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
Moore, Janet C. – Journal of Asynchronous Learning Networks, 2010
Encouraging continuous improvement in the quality, scale and breadth of online education, the Sloan Consortium invites practitioners to share effective practices. This report synthesizes effective practices submitted by Sloan-C members to the online collection at http://www.sloanconsortium.org/effective as of November 2010. The synthesis includes…
Descriptors: Distance Education, Special Needs Students, Awards, Academic Support Services
Pennoyer, Susanne – 2000
This paper discusses computer classes for older people in Adult Education (AE) programs. To understand both the attraction and shortcomings of the AE computer classes that the author observed, she identifies what she perceives as the program's minimum benefits. She also discusses how the program's conceptualization as "retirement learning" may…
Descriptors: Adult Education, Community Colleges, Computer Uses in Education, Lifelong Learning
Malerba, Catherine; Ware, Angelica – Online Submission, 2008
This report summarizes results from Austin Independent School District 12th graders in the Class of 2008 who responded to the high school student exit survey in Spring 2008.
Descriptors: High School Students, Student Attitudes, Student Surveys, School Districts
Cooper, Marie A.; O'Donnell, Angela M. – 1996
The last decade has seen the development of a number of computer-based interactive physics programs at the university level. Set in a cognitive apprenticeship framework, such programs view the instructor as a mentor, and the essential learning constructed in a collaborative process. It is expected that such programs, grounded as they are in…
Descriptors: Computer Uses in Education, Cooperative Learning, Higher Education, Physics
Stevenson, Ken – School Administrator, 1999
About 250 of the Beaufort County, South Carolina school district's 1,200 sixth graders at three middle schools have participated in the School-Book Laptop Project since 1996. Followup studies through seventh grade show that laptops enhanced academic gains among students who traditionally have not succeeded in school. Laptop users consistently…
Descriptors: Academic Achievement, Computer Literacy, Computer Uses in Education, Educational Benefits

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