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Hua Zheng; Robert Maribe Branch; Lu Ding; Dongho Kim; Eulho Jung; Zhenqiu Lu; Tong Li; Zilong Pan; Meehyun Yoon – Active Learning in Higher Education, 2024
This study examined the effects of an integrated approach that combines segmentation and self-explanation designs on learner achievement for meaningful video-based learning. This was a pretest-posttest research design with a sample size of 121 participants randomly assigned to one of four different types of video instructions (continuous,…
Descriptors: Video Technology, Academic Achievement, Design, Teaching Methods
Michael David Brown – ProQuest LLC, 2023
Students in today's classrooms are immersed in technology outside the classroom walls, and then they enter classrooms without the use of any technological tools, and they doubt the relevance of education. To determine the impact of technology used in the classroom, this qualitative phenomenological research study's methodology gathered data using…
Descriptors: Technology Integration, Technology Uses in Education, Influence of Technology, Teacher Attitudes
Wyeth, Peta; Kervin, Lisa; Danby, Susan; Day, Natalie; Darmansjah, Aisha – OECD Publishing, 2023
This review examines the current literature on the use of digital technologies to support young children with special needs in early childhood education and care (ECEC). It identifies four key areas of focus, which relate to understanding and articulating the purpose and focus for integrating assistive technologies (ATs) in ECEC; activating and…
Descriptors: Early Childhood Education, Special Needs Students, Assistive Technology, Technology Integration
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
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Leisi Pei; Morris Siu-Yung Jong; Junjie Shang; Guang Ouyang – British Journal of Educational Technology, 2025
Cognitive load is a critical internal state associated with learners' learning process and significantly influences learning outcomes. With the worldwide popularity of video-based learning (VBL), tracking real-time cognitive load variations becomes more and more important for the timely provision of adaptive learning support during the learning…
Descriptors: Diagnostic Tests, Brain, Cognitive Processes, Difficulty Level
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Gashoot, Moamer; Eve, Bob; Mohamed, Tahani – Journal of Education, 2023
In industrial design education, the curriculum should be structured to facilitate and advance student learning. The purpose of this work is to enhance the education by introducing mobile lectures and imbedded innovative approach to Bournemouth University (BU) Education, which will be employed by the lecturer in the years to come.
Descriptors: Industry, Design, Telecommunications, Handheld Devices
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Bonnici, Isabelle; Greene, Henry; Azzopardi, Rose Marie; Azzopardi, Joseph; Liu, Ran; Bonnici, Joseph – International Journal of Education and Development using Information and Communication Technology, 2023
For centuries, the mighty pen dominated classroom pedagogy in academia. In the 1980s, PowerPoint emerged as a significant tool to enhance in-class presentations. For the most part, academic presentations were confined to the four walls of the classroom. In 2019, the Coronavirus pandemic emptied the campuses, causing a pivot in the classroom…
Descriptors: Educational Technology, Technology Uses in Education, Graphic Arts, Design
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Kun Zhao; Cong Peng; Yue Wu – International Journal of Web-Based Learning and Teaching Technologies, 2024
The update of artificial intelligence (AI) is triggering the innovation of education concepts, education methods, and education means. This paper takes the impact of contemporary visual communication design on design methods, design means, and presentation methods brought by AI as the starting point; combines the possibilities brought by the…
Descriptors: Communication (Thought Transfer), Visual Aids, Design, Artificial Intelligence
Rood, Elizabeth; Madden, Mary – Joan Ganz Cooney Center at Sesame Workshop, 2022
Public media has the potential to play a powerful role in the media landscape for tweens and teens. With the By/With/For Youth: Inspiring Next Gen Public Media Audiences project, the Joan Ganz Cooney Center conducted focus group interviews with tweens and teens across the country in order to better understand how young people are engaging with…
Descriptors: Mass Media Role, Mass Media, Early Adolescents, Adolescents
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Chenghao Wang; Xueyun Li – International Journal of Computer-Assisted Language Learning and Teaching, 2025
D-ID Creative Reality Studio (D-ID) is a platform for creating Artificial Intelligence (AI) presenter (digital human) videos, translating videos, and designing conversational agents. D-ID seamlessly integrates deep-learning face animation technology, large language models (LLMs), natural language processing (NLP), and speech synthesis and…
Descriptors: Artificial Intelligence, Design, Video Technology, Animation
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D. Oliveira; C. Guerra; M. J. Loureiro; G. Jeremias; J. L. Pereira – Educational Media International, 2024
The public's growing interest in epigenetics, particularly its applications in human health, underscores the significance of epigenetic mechanisms in regulating gene activity and promoting phenotypic diversity without altering DNA sequences. Within the framework of the Extended Evolutionary Synthesis, epigenetics is regarded as a non-genetic…
Descriptors: Genetics, Human Body, Health, Biodiversity
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Chin-Fei Huang – Journal of Baltic Science Education, 2024
This study aims to explore the impact of STEAM teaching activities that incorporate local environmental awareness on university students' pro-environmental behavior (PEB), and scientific creativity. The teaching activity design of this study was centered on "designing livable housing in Taiwan", and a total of four projects were…
Descriptors: STEM Education, Teaching Methods, Learning Activities, Environmental Education
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Gillespie, Bruce – Teaching & Learning Inquiry, 2022
Research shows that high levels of engagement help students learn more effectively, feel better about their learning, and improve retention rates. One reason why students report low engagement is a perceived disconnect between theory (what they learn in class) and practice (what happens in the outside world). This paper reports on the results of a…
Descriptors: Story Telling, Educational Technology, Game Based Learning, Learner Engagement
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Lauren Ann Oliver; Anthony Manning-Stanley; Pete Bridge – Cogent Education, 2024
Interprofessional learning (IPL) is a fundamental component of the curricula on healthcare degree programmes, however maintaining student engagement/motivation in IPL sessions presents challenges. 'Gamification' poses an innovative pedagogical technique to improve engagement. This study aimed to evaluate staff/student perspectives on the use of…
Descriptors: Gamification, Interdisciplinary Approach, Professional Education, Higher Education
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Sarah McCorkle; Paul Whitener – International Journal of Designs for Learning, 2020
This case study describes a small-scale Lightboard pilot and a full-scale Lightboard build with accompanying studio at a small, private liberal arts college in the southern United States. This article will provide an overview of the Lightboard landscape in higher education, offer considerations for the construction of a Lightboard, and share the…
Descriptors: Educational Technology, Video Technology, Technology Uses in Education, Higher Education
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