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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Ofoegbu, Onyema Theresa; Asogwa, Uche Donatus; Ogbonna, Chimaobi Samuel – Educational Technology Research and Development, 2021
With increased emphasis on accessibility and quality education in tertiary institutions, open and distance learning (ODL) is occupying the center stage in Nigeria. Open educational resources (OERs) is becoming a valuable alternative to improving access to high-quality educational content released under open licenses by outstanding universities…
Descriptors: Foreign Countries, Higher Education, Distance Education, Open Education
Ewoldt, Kathy B. – Intervention in School and Clinic, 2018
Students with learning disabilities tend to focus on lower-level elements of writing, leading them to compose poorly organized paragraphs comprised of strings of linear ideas. Deficits in language and working memory negatively impact ability to produce quality writing. Technology and software applications can provide a means of academic supports…
Descriptors: Productivity, Writing Skills, Secondary School Students, Learning Disabilities
Raye, Lee – Journal of Effective Teaching, 2017
Scholarship on instructive technologies in higher education has emphasized the use of high-tech facilitative technologies for long-term use, and low-tech props to illustrate single topics. This paper, on the contrary, discusses the use of a long-term, low-tech instructional technology: Llewelyn the Lynx was a soft animal used to assist with…
Descriptors: Educational Technology, Higher Education, Case Studies, First Year Seminars
Kong, Anthony Pak-Hin – Communication Disorders Quarterly, 2015
A list of iTunes apps was compiled for usage with early stage or mild dementia participants. The method in choosing these apps and determining salient features of the most successful apps was reported. The results will advance the knowledge base on innovative use of smart technology in clinical settings.
Descriptors: Dementia, Handheld Devices, Courseware, Assistive Technology
Schnepp, Jerry; Rogers, Christian – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which…
Descriptors: Usability, Computer Software Evaluation, Handheld Devices, Experiential Learning
Cadieux Bolden, Danielle; Hurt, June W.; Richardson, Mary Kathleen – i.e.: inquiry in education, 2017
This collaborative action research project was conducted in a second-grade classroom to determine the impact that digital web-based tools would have in helping a school media coordinator scaffold her students' understanding of productive versus nonproductive questions. The digital tools Kahoot, Quizizz, and Socrative were used by the students to…
Descriptors: Action Research, Questioning Techniques, Learning Resources Centers, Media Specialists
Du, Yunfei – Journal of Library & Information Services In Distance Learning, 2015
Mobile technologies such as iPhone apps make it possible for learners to freely access course content management systems, library Web sites, as well as reference services from anywhere, anytime. This paper reviewed the current status of mobile learning and suggested possible factors influencing the use of mobile apps in online learning. The author…
Descriptors: Barriers, Access to Information, User Needs (Information), Distance Education
Magdas, Ioana; Bontea, Timea – Acta Didactica Napocensia, 2011
Many teachers and people in educational institutions consider it necessary to prepare children for living in a computerized society. The Internet offers an incredible number of opportunities for teachers. The Web offer of e-learning open source platforms reached an impressive configuration. In this article, we present an educational software for…
Descriptors: Competence, Computer Literacy, Grade 12, Courseware
Rienzo, Thomas; Han, Bernard – Decision Sciences Journal of Innovative Education, 2011
Over the past decade, more and more business schools are attempting to teach business processes (BPs) by using enterprise resource planning (ERP) software in their curricula. Currently, most studies involving ERP software in the academy have concentrated on learning and teaching via self-assessment surveys or curriculum integration. This research…
Descriptors: Concept Teaching, Experiential Learning, Business Administration, Business Administration Education
Wilson, Holt; Neeley, Concha; Niedzwiecki, Kelly – Journal of Instructional Pedagogies, 2009
This paper presents the findings from a survey of marketing research faculty. The study finds SPSS is the most used statistical software, that cross tabulation, single, independent, and dependent t-tests, and ANOVA are among the most important statistical tools according to respondents. Bivariate and multiple regression are also considered…
Descriptors: Marketing, Educational Research, Teaching Methods, Course Content