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Thomas Coleman; Arthur G. Money – International Journal of Information and Learning Technology, 2024
Purpose: This paper presents the student-centred experience (SCE) game design framework, which aims to guide the design of holistic student-centred digital game-based learning (SCDGBL) experiences, which fully integrate all seven tenets of student-centred learning (SCL). The paper also rationalises the need for the framework and presents the steps…
Descriptors: Student Centered Learning, Game Based Learning, Learning Experience, Instructional Design
Johnson, Nicole – WICHE Cooperative for Educational Technologies (WCET), 2023
The mix of technologies used in postsecondary instruction has become increasingly more varied, and information with students about instructional experiences can be confusing. Building upon on a series of WCET works over the past year on digital learning definitions, this paper presents several complex cases, based on real-world examples, where the…
Descriptors: Technology Integration, Educational Experience, Classification, Learning Experience
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XiaoShu Xu; Xibing Wang; Yunfeng Zhang; Wenjuan Ma – International Society for Technology, Education, and Science, 2023
The integration of ChatGPT in Personal Learning Environments (PLEs) has emerged as a promising approach to personalized learning in tertiary education. ChatGPT is believed to have the potential to transform traditional higher education into a more personalized, quality-driven, and student-centered learning experience that fosters critical…
Descriptors: Artificial Intelligence, Computer Software, Risk, Educational Benefits
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What Works Clearinghouse, 2017
This review-specific protocol guides the review of research that informs the What Works Clearinghouse (WWC) practice guide "Using Technology to Support Postsecondary Student Learning." The review-specific protocol is used in conjunction with the "WWC Procedures and Standards Handbook (version 3.0)." This practice guide is…
Descriptors: Technology Uses in Education, Postsecondary Education, Teaching Methods, Educational Practices
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Stevenson, Michael; Hedberg, John; Highfield, Kate; Diao, Mingming – Electronic Journal of e-Learning, 2015
In many K-12 and higher education contexts, the use of smart mobile devices increasingly affords learning experiences that are situated, authentic and connected. While earlier reviews of mobile technology may have led to criticism of these devices as being largely for consumption, many current uses emphasize creativity and productivity, with…
Descriptors: Information Technology, Technology Uses in Education, Criticism, Creativity