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Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
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Greenstein, Steven; Fernández, Eileen – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2023
Access to maker technologies has catalyzed and amplified the possibilities for creating physical materials that are responsive to the needs of students. Opportunities for design and fabrication of original mathematics manipulatives have been incorporated into the teacher education program at Montclair State University. Participating preservice…
Descriptors: Mathematics Instruction, Teaching Methods, Case Studies, Instructional Materials
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Akuom, Denish; Greenstein, Steven; Fernández, Eileen – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
In this proposal, we share research that explores the potential benefits of a novel Making experience within mathematics teacher preparation that we hypothesized would inform the pedagogical and curricular thinking of prospective teachers of elementary mathematics (PMTs). That experience had PMTs exploring at the intersection of content, pedagogy,…
Descriptors: Mathematics Instruction, Mathematics Teachers, Teacher Education Programs, Preservice Teachers
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Peterson, Lana; Scharber, Cassandra – Journal of Digital Learning in Teacher Education, 2018
Makerspaces are the latest educational movement that may disrupt the "grammar of schooling." Makerspaces may change the ways schools use technology; change the ways schools engage in learning and teaching; and change the forms of learning that count in schools. However, without deliberate professional learning and planning, the glamor of…
Descriptors: Faculty Development, Training Methods, Elementary Secondary Education, Teaching Models
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Esjeholm, Bjørn-Tore; Bungum, Berit – International Journal of Technology and Design Education, 2013
The teacher plays an important role in the Technology and Design (T&D) classroom in terms of guiding students in their design process. By using concepts developed within engineering philosophy along with a framework for teacher-student interactions the design process in a T&D classroom is classified. The material shows that four of six…
Descriptors: Teacher Student Relationship, Design, Teacher Role, Knowledge Level
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Butcher, P. G. – Computers and Education, 1986
Describes design and production of the award-winning software used to control Great Britain's Open University Materials Science videodisc, the Teddy Bear Disc, which is used to teach undergraduate students about materials engineering. The disc is designed for use in one-week sessions, which students attend in July or August. (MBR)
Descriptors: Computer Assisted Instruction, Computer Software, Design, Diagrams