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Senthil Kumar Jagatheesaperumal; Kashif Ahmad; Ala Al-Fuqaha; Junaid Qadir – IEEE Transactions on Learning Technologies, 2024
Metaverse has evolved as one of the popular research agenda that let users learn, socialize, and collaborate in a networked 3-D immersive virtual world. Due to the rich multimedia streaming capability and immersive user experience with high-speed communication, the metaverse is an ideal model for education, training, and skill development tasks.…
Descriptors: Computer Simulation, Technology Uses in Education, Internet, Multimedia Materials
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Xavier Ochoa; Heru Zhao – Journal of Learning Analytics, 2024
Providing automated feedback that facilitates the practice and acquisition of oral presentation skills has been one of the notable applications of multimodal learning analytics (MmLA). However, the closedness and general unavailability of existing systems have reduced their potential impact and benefits. This work introduces OpenOPAF, an…
Descriptors: Open Source Technology, Multimedia Materials, Automation, Feedback (Response)
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Gayathri Sadanala; Xinhao Xu; Hao He; Jhon Alexander Bueno-Vesga; Shangman Li – Journal of Research on Technology in Education, 2024
Virtual reality (VR) applications have displayed remarkable development in the past two decades and have now been used vastly across the world for various educational purposes. The aim of this study was to explore the experience of a three dimensional (3D) desktop VR-based orientation for new online university students. The research study adopted…
Descriptors: Computer Simulation, College Students, School Orientation, Student Adjustment
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Ivan Fernández Peláez – Hispania, 2024
Digital narratives have been used to promote target language reading and writing as part of instructed second language teaching. These texts can help break the monotony of more traditional print material and get learners closer to the multimodal practices that are part of their everyday written interactions, including elements such as video,…
Descriptors: Second Language Learning, Multimedia Materials, Fiction, Second Language Instruction
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Shusen Chen; Jared Rossberg; Jeremiah Brown; Gabriel Reed; Nathan Todd; Allyson Yu; Steven A. Fleming; Daniel H. Ess – Journal of Chemical Education, 2023
Organic reaction trajectories show atomic motion and molecular reorganization of reactants during a single product-forming collision. iORA is a free (available from the Apple App Store), easy to use, highly interactive iPhone application that provides on-the-fly 3Drendering of organic reaction trajectories calculated with density functional theory…
Descriptors: Science Education, Scientific Concepts, Organic Chemistry, Web Sites
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Zhe Wang; Sara Abercrombie; Rachel Wong; Yuxin Ren; Shiting Dai – Journal of Computer Assisted Learning, 2024
Background: There are two major types of pictures that have been the focus of multimedia learning research, namely, seductive and interpretational pictures. Despite an increasing body of literature documenting the effects of either seductive or interpretational pictures added to text-based materials, there is a paucity of research explicitly…
Descriptors: Electronic Learning, Computers, Computer Assisted Instruction, Visual Aids
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Thomas Anthony Chun Hun Chan; Jason Man-Bo Ho; Michael Tom – RELC Journal: A Journal of Language Teaching and Research, 2024
To create a more collaborative and communicative learning environment, digital tools are often looked to as possible solutions. Miro, an online whiteboard, is one such tool that allows students to easily share ideas and exchange information using a range of different media. Its strengths are its ability to allow real-time sharing and creation of…
Descriptors: Learning Management Systems, Electronic Learning, Educational Technology, Cooperative Learning
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Garima Saini; Mubashir Majid Baba – Learning Organization, 2024
Purpose: Multimedia facilitates knowledge acquisition, which has a significant impact on students' learning and is a big potential of information and communication technology. Learning through multimedia has psychological benefits for the learner in addition to being used for recreational learning. To define the cognitive theory of multimedia in…
Descriptors: Blended Learning, Multimedia Materials, Memory, Learning Modalities
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Hui-Chun Chu; Yi-Chun Lu; Yun-Fang Tu – Educational Technology & Society, 2025
This study guided 97 undergraduates using generative artificial intelligence (GenAI) to conduct multimodal digital storytelling (M-DST) learning activities. Furthermore, the study examined the differences in M-DST ability and critical thinking awareness among undergraduates with different levels of learning motivation and their perceptions of this…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Undergraduate Students
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Justin D. Dvorak; Frank R. Boutsen – Journal of Speech, Language, and Hearing Research, 2024
Purpose: Collaboration in the field of speech-language pathology occurs across a variety of digital devices and can entail the usage of multiple software tools, systems, file formats, and even programming languages. Unfortunately, gaps between the laboratory, clinic, and classroom can emerge in part because of siloing of data and workflows, as…
Descriptors: Speech Language Pathology, Web Sites, Web 2.0 Technologies, Consortia
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Jingfang Sun – International Journal of Web-Based Learning and Teaching Technologies, 2024
The application of multimedia technology in college English classroom teaching is suitable for sports and mute with illustrations, excellent audio, and video. The application of multimedia in the field of education has become the focus of the current English education reform, and education has entered the industrial age and the information age.…
Descriptors: Information Retrieval, Learning Management Systems, Multimedia Materials, College English
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Fugui Duan – International Journal of Information and Communication Technology Education, 2024
With the rapid development of information technology, multimedia technology has gradually penetrated various fields, including physical education in colleges and universities. Traditional physical education teaching methods lack interaction, and it is difficult to ensure the durability and depth of the effect of teaching. In college physical…
Descriptors: Physical Education, Multimedia Materials, Technology Uses in Education, Teaching Methods
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Chuang Chen; Nurullizam Jamiat; Siti Nazleen Abdul Rabu; Yongchun Mao – Education and Information Technologies, 2024
Gamified interactive e-books can make the learning process more interactive, enjoyable, and personalized by incorporating game elements into the educational content, thus increasing student engagement and retention in the flipped classroom. However, scholars have pointed out that learning with game elements that may lead to poor learning outcomes.…
Descriptors: Grade 6, Mathematics Education, Flipped Classroom, Teaching Methods
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James B. Howell; Lamont E. Maddox – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2024
Inquiry-based learning is not common in secondary geography classrooms in the United States. The goal of this initial foray into design-based research was to maximize the potential of online video-case technology to disrupt this trend and support geography teachers in enacting high-quality problem-based geographic inquiry (PBGI). Informed by…
Descriptors: Secondary School Teachers, Secondary School Students, Problem Based Learning, Geography Instruction
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Yi-chen Chen – JALT CALL Journal, 2024
The study investigates perceptions of AI-facilitated creativity in English as a Foreign Language (EFL) digital storytelling (DST). Focusing on language learners, instructors, and audience, the research explores how AI influences creative processes and how such creativity is perceived across different perspectives. Over a six-week period, 32 EFL…
Descriptors: Foreign Countries, Undergraduate Students, Artificial Intelligence, English (Second Language)
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