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Ryan, Qing X.; Frodermann, Evan; Heller, Kenneth; Hsu, Leonardo; Mason, Andrew – Physical Review Physics Education Research, 2016
The combination of modern computing power, the interactivity of web applications, and the flexibility of object-oriented programming may finally be sufficient to create computer coaches that can help students develop metacognitive problem-solving skills, an important competence in our rapidly changing technological society. However, no matter how…
Descriptors: Problem Solving, Coaching (Performance), Introductory Courses, Physics
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Winhusen, T.; Theobald, J.; Lewis, D.; Wilder, C. M.; Lyons, M. S. – Health Education Research, 2016
Individuals with opioid use disorder experiencing a non-fatal opioid-overdose (OOD) are at heightened risk for future OODs; there are no interventions to facilitate treatment enrollment for these patients. Our goal was to develop and initially test the "tailored telephone intervention delivered by peers to prevent recurring…
Descriptors: Intervention, Delivery Systems, Peer Counseling, Prevention
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Herrero, Rocío; Bretón-López, Juana; Farfallini, Luis; Quero, Soledad; Miralles, Ignacio; Baños, Rosa; Botella, Cristina – Educational Technology & Society, 2015
E-learning can be defined as learning facilitated and supported through the use of ICTs. ICTs can increase students' motivation, accelerate the knowledge process and facilitate the information access. The aim of this paper is to analyze the acceptability of three tools presented in a workshop carried out during six weeks, with university teachers…
Descriptors: Teacher Workshops, Educational Technology, Questionnaires, Pretests Posttests
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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
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Murphrey, Theresa Pesl; Rutherford, Tracy A.; Doerfert, David L.; Edgar, Leslie D.; Edgar, Don W. – Journal of Agricultural Education, 2014
Educational technology continues to expand with multi-user virtual environments (e.g., Second Life™) being the latest technology. Understanding a virtual environment's usability can enhance educational planning and effective use. Usability includes the interaction quality between an individual and the item being assessed. The purpose was to assess…
Descriptors: Usability, Virtual Classrooms, Agricultural Colleges, Agricultural Education
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Nogry, S.; Jean-Daubias, S.; Guin, N. – Interactive Learning Environments, 2012
This article deals with evaluating an interactive learning environment (ILE) during the iterative-design process. Various aspects of the system must be assessed and a number of evaluation methods are available. In designing the ILE Ambre-add, several techniques were combined to test and refine the system. In particular, we point out the merits of…
Descriptors: Foreign Countries, Educational Technology, Elementary School Students, Mathematics Instruction
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Williams, Sarah C.; Foster, Anita K. – Journal of Web Librarianship, 2011
Discovery tools are the next phase of library search systems. Illinois State University's Milner Library implemented EBSCO Discovery Service in August 2010. The authors conducted usability studies on the system in the fall of 2010. The aims of the study were twofold: first, to determine how Milner users set about using the system in order to…
Descriptors: Online Searching, Usability, Navigation (Information Systems), Web Sites
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Hsieh, Pei-Hsuan; Chen, Nian-Shing – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of this study is to examine the effects of reflective thinking effects in the process of designing software on students' learning performances. The study contends that reflective thinking is a useful teaching strategy to improve learning performance among lower achieving students. Participants were students from two groups: Higher…
Descriptors: Foreign Countries, Computer Software, Computer Software Evaluation, Programming
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Hwang, Wu-Yuin; Shadiev, Rustam; Kuo, Tony C. T.; Chen, Nian-Shing – Educational Technology & Society, 2012
The aim of this study was to apply Speech-to-Text Recognition (STR) in an effort to improve learning performance in an online synchronous cyber classroom environment. Students' perceptions and their behavioral intentions toward using STR and the effectiveness of applying STR in synchronous cyber classrooms were also investigated. After the…
Descriptors: Foreign Countries, Virtual Classrooms, Information Technology, Quasiexperimental Design
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Swan, Gerry; Mazur, Joan – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2011
Although the term data-driven decision making (DDDM) is relatively new (Moss, 2007), the underlying concept of DDDM is not. For example, the practices of formative assessment and computer-managed instruction have historically involved the use of student performance data to guide what happens next in the instructional sequence (Morrison, Kemp, &…
Descriptors: Knowledge Management, Preservice Teachers, Formative Evaluation, Heuristics
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Chen, Chiu-Jung; Liu, Pei-Lin – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of this study was to explore the effectiveness of using learner-generated and instructor-provided multimedia annotations on foreign language reading comprehension and attitudes. The four research questions are: (1) what are the effects of using different multimedia annotations on reading comprehension for learners of different…
Descriptors: Foreign Countries, Hypermedia, Cognitive Style, Reading Comprehension
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Booth, Paula; Henderson-Begg, Stephanie – Journal of Interactive Learning Research, 2011
Invited as a paper from E-Learn 2009 This study compared two programmes developed as a learning tool for students to practise basic laboratory procedures. One was a Flash simulation programme, the other a Second Life virtual reality programme. A cohort of 93 bioscience students participated in the between trial. A control group was used to…
Descriptors: Foreign Countries, Educational Technology, Laboratory Procedures, Science Instruction