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Rugh, Michael S.; Beyette, Donald J.; Capraro, Mary Margaret; Capraro, Robert M. – Interactive Technology and Smart Education, 2021
Purpose: The purpose of this study is to examine a week-long science, technology, engineering and mathematics (STEM) project-based learning (PBL) activity that integrates a new educational technology and the engineering design process to teach middle and high school students the concepts involved in rotational physics. The technology and teaching…
Descriptors: Physics, Student Projects, Active Learning, STEM Education
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Lokkila, Erno; Kaila, Erkki; Lindén, Rolf; Laakso, Mikko-Jussi; Sutinen, Erkki – Interactive Technology and Smart Education, 2017
Purpose: The purpose of this paper was to determine whether applying e-learning material to a course leads to consistently improved student performance. Design/methodology/approach: This paper analyzes grade data from seven instances of the course. The first three instances were performed traditionally. After an intervention, in the form of…
Descriptors: Active Learning, Engineering Education, Teaching Methods, Grades (Scholastic)
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Antigoni Parmaxi; Panayiotis Zaphiris; Salomi Papadima-Sophocleous; Andri Ioannou – Interactive Technology and Smart Education, 2013
Purpose: The purpose of this study is to chart the development in computer-assisted language learning (CALL), by building a map of existing research work in the field. Based on a corpus of 163 manuscripts, published between January 2009 and September 2010 in four major journals devoted to CALL, it sets out to describe the range of topics covered…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
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Kizilkaya, Gonca; Askar, Petek – Interactive Technology and Smart Education, 2008
Purpose: The purpose of this paper is to investigate the effect of an embedded pedagogical agent into a tutorial on achievement. Design/methodology/approach: Research methodology is designed according to the post test control group model in which the experimental group (69 students) was exposed to a tutorial with an embedded pedagogical agent;…
Descriptors: Experimental Groups, Control Groups, Instructional Design, Science Achievement
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Wuttke, Heinz-Dietrich; Henke, Karsten – Interactive Technology and Smart Education, 2009
Purpose: The content, provided in learning management systems (LMS), is often text oriented as in a usual textbook, extended by some animations and links. Hands on activities and experiments are not possible. The paper aims to give an overview about the concept to couple smart simulation and assessment tools with an LMS to provide a more…
Descriptors: Feedback (Response), Experiential Learning, Student Evaluation, Teaching Methods
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Lauer, Tobias; Busl, Sandra – Interactive Technology and Smart Education, 2007
Collaborative learning with recorded lectures and presentations can be supported by allowing users to anchor notes in the documents and exchange them with other learners. While the traditional modality for annotation and discussion is text, there are a number of reasons in favour of supporting other media and modalities as well. We describe the…
Descriptors: Computer Assisted Instruction, Multimedia Instruction, Speech, Cooperative Learning
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Ng, Huey Zher; Hussain, Raja Maznah Raja – Interactive Technology and Smart Education, 2009
Purpose: The application of a new technology (YouTube) can help lecturers in solving some of the issues related to workload and shifts support to students by giving them more responsibilities in their assessment. The purpose of this paper is to re-characterize the role of the students in the assessment process. Design/methodology/approach:…
Descriptors: Feedback (Response), Teaching Methods, Social Networks, Student Role
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Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics