Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
Behaviour & Information… | 1 |
IEEE Transactions on Learning… | 1 |
Journal of Information… | 1 |
Research-publishing.net | 1 |
Author
Berns, Anke | 1 |
Christ, Oliver | 1 |
Debdi, O. | 1 |
Esteban-Sanchez, N. | 1 |
Pizarro, C. | 1 |
Rogers, Christian | 1 |
Sato, Toshihiko | 1 |
Schnepp, Jerry | 1 |
Valero-Franco, Concepción | 1 |
Velazquez-Iturbide, J. A. | 1 |
Weber, Christoph | 1 |
More ▼ |
Publication Type
Reports - Research | 4 |
Journal Articles | 3 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 4 |
Postsecondary Education | 4 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Velazquez-Iturbide, J. A.; Debdi, O.; Esteban-Sanchez, N.; Pizarro, C. – IEEE Transactions on Learning Technologies, 2013
Several years ago we presented an experimental, discovery-learning approach to the active learning of greedy algorithms. This paper presents GreedEx, a visualization tool developed to support this didactic method. The paper states the design goals of GreedEx, makes explicit the major design decisions adopted, and describes its main characteristics…
Descriptors: Computer Science Education, Visual Aids, Mathematics, Experiments
Berns, Anke; Valero-Franco, Concepción – Research-publishing.net, 2013
This paper presents the results of an ongoing study which has been carried out with a group of German Foreign Language students at the University of Cadiz since 2012. The purpose of the study was to analyze the impact of videogame-like applications on foreign language learning and their motivational potential to increase learning beyond the…
Descriptors: Video Games, Active Learning, Educational Games, Courseware
Christ, Oliver; Weber, Christoph; Sato, Toshihiko – Behaviour & Information Technology, 2012
In this study, the electronic revision and recapitulation tools 2.0 (EREP 2.0) were used to foster creative moments while creating aided recalls (ARs) (pictures electronic notes etc.). Creative and critical thinking is associated with vital skills which enable students to deal with often complex knowledge domains through an informal way of…
Descriptors: Foreign Countries, Comprehension, Creativity, Classification