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Gibbons, Andrew S. – Educational Technology, 2016
This article asks five questions that lead us to the foundations of design practice in educational technology. Design processes structure time, space, place, activity, role, goal, and resource. For educational technology to advance in its understanding of design practice, it must question whether we have clear conceptions of how abstract…
Descriptors: Educational Technology, Instructional Design, Design, Teaching Methods
Engerman, Jason A.; Carr-Chellman, Alison – Educational Technology, 2017
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
Descriptors: Video Games, Cultural Context, Educational Games, Educational Technology
Carr-Chellman, Alison A. – Educational Technology, 2016
This article explores the potentials for symbiotic partnering between traditional Instructional Systems and Learning Sciences disciplines. This confluence is explored through a narrative discussion of the changes happening at Penn State University over the past decade leading that program toward a name change, curricular revisions, new hiring…
Descriptors: Teaching Methods, Higher Education, Partnerships in Education, College Faculty
Weintrop, David; Wilensky, Uri – Educational Technology, 2016
Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…
Descriptors: Video Games, Teaching Methods, Programming, Computer Science
Conefrey, Theresa – Educational Technology, 2016
The 21st century classroom is large, diverse, underfunded, and populated by students weaned on digital devices espousing a consumer mentality looking for a good return on investment (ROI) on their education. These students, the so-called "millennials," and the coming Generation Z, who have grown up in the digital age, are more pragmatic…
Descriptors: Technology Uses in Education, Higher Education, Educational Technology, Teaching Methods
DeVane, Ben; Steward, Cody; Tran, Kelly M. – Educational Technology, 2016
This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…
Descriptors: Middle School Students, Design, Problem Solving, Computer Science
Bush, Michael D. – Educational Technology, 2016
Ayamel is a system developed by Brigham Young University (BYU) and the American Councils for International Education. "Ayamel" is a stylized name developed to stand for International Media Library, a new designation for the federally funded project that started out as the "Flagship Media Library." The project was funded by The…
Descriptors: Educational Technology, Technology Uses in Education, Blended Learning, Video Technology
Jan, Mingfong; Gaydos, Matthew – Educational Technology, 2016
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Descriptors: Educational Practices, Educational Research, Educational Games, Learning Strategies
Viner, Mark; Shaughnessy, Michael F. – Educational Technology, 2016
The authors present this interview with Eric Chiang, Associate Professor of Economics, Director of Instructional Technology, and Technology Director for the Online MBA Program at Florida Atlantic University. He has authored 26 peer-reviewed research publications and is the author of "CoreEconomics," an economic principles textbook now in…
Descriptors: Interviews, Educational Technology, Career Development, Profiles
West, Richard E. – Educational Technology, 2016
This article describes initial success in developing an interdisciplinary studio for teaching collaborative creativity and design, with faculty from multiple departments co-teaching and co-mentoring interdisciplinary student groups engaged in social innovation. The rationale for developing this studio has been to prepare students for the kind of…
Descriptors: Higher Education, Creativity, Interdisciplinary Approach, Teacher Collaboration
Strate, Lance – Educational Technology, 2016
Our use of the electronic media to conduct serious discourse raises the question of whether "we are amusing ourselves to death," as Neil Postman argued. The approach known as "media ecology," the study of media as environments, which emphasizes the need to understand context and find balance, provides a basis for the analysis…
Descriptors: Educational Technology, Higher Education, Online Courses, Mass Media Effects
Decker, Adrienne; Phelps, Andrew; Egert, Christopher A. – Educational Technology, 2017
This article explores the critical need to articulate computing as a creative discipline and the potential for gender and ethnic diversity that such efforts enable. By embracing a culture shift within the discipline and using games as a medium of discourse, we can engage students and faculty in a broader definition of computing. The transformative…
Descriptors: Computer Science Education, Creativity, Educational Games, Learner Engagement
Budd, Marjorie L.; Hannum, Wallace H. – Educational Technology, 2016
The intent of this article is to offer guidance based on experience and evidence that can enable organizations to be more effective in preparing their workforce. The authors believe organizations need a new vision, a new way to conceptualize the role of HRD (Human Resource Development) that functions within the organization, responsible for the…
Descriptors: Human Resources, Labor Force Development, Organizations (Groups), Role
Bodily, Robert; Graham, Charles R.; Bush, Michael D. – Educational Technology, 2017
This article describes the crossroads between learning analytics and learner engagement. The authors do this by describing specific challenges of using analytics to support student engagement from three distinct perspectives: pedagogical considerations, technological issues, and interface design concerns. While engaging online learners presents a…
Descriptors: Learner Engagement, Online Courses, Educational Opportunities, Barriers
Gerber, Hannah R.; Gaitan, Luis – Educational Technology, 2017
This article explores the design processes in creating a pro-social mobile game, "Litter Leader." Following the Egyptian Revolution, "Litter Leader," a game designed for Android devices, was created to foster community change among Egyptian youth. By tracing the meaning-making that occurred with 20 Egyptian youth who playtested…
Descriptors: Foreign Countries, Activism, Social Development, Games