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Plass, Jan L.; Homer, Bruce D.; MacNamara, Andrew; Ober, Teresa; Rose, Maya C.; Pawar, Shashank; Hovey, Chris M.; Olsen, Alvaro – Grantee Submission, 2019
What is the affective quality of specific design features of game characters? The Integrative Model of Emotion in Game-based Learning (EmoGBL) describes common mechanisms of how emotion and learning processes interact to foster specific learning outcomes. In the present paper, we asked how color, shape, expression, and dimensionality of game…
Descriptors: Educational Games, Game Based Learning, Educational Technology, Technology Uses in Education
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Gonzales, Audilio; Paletta, Francisco Carlos; Vaisman, Coleta; Giraud, Adela – Education for Information, 2019
Currently, modelling of knowledge and skills in a MOOC and the associated instructional and pedagogical engineering process is a major challenge in order to support designers and facilitate learning. This article explains how visuo-cognitive metaphors of the "metro map" and "travel" make possible the design of connections…
Descriptors: Online Courses, Large Group Instruction, Teaching Methods, Figurative Language
Kalantzis, Mary; Cope, Bill; Chan, Eveline; Dalley-Trim, Leanne – Cambridge University Press, 2016
With the rise of new technologies and media, the way we communicate is rapidly changing. "Literacies" provides a comprehensive introduction to literacy pedagogy within today's new media environment. It focuses not only on reading and writing, but also on other modes of communication, including oral, visual, audio, gestural and spatial.…
Descriptors: Literacy Education, Educational Technology, Technology Uses in Education, Oral Language
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Ip, Horace H. S.; Lai, Candy Hoi-Yan; Wong, Simpson W. L.; Tsui, Jenny K. Y.; Li, Richard Chen; Lau, Kate Shuk-Ying; Chan, Dorothy F. Y. – Cogent Education, 2017
Previous research has illustrated the unique benefits of three-dimensional (3-D) Virtual Reality (VR) technology in Autism Spectrum Disorder (ASD) children. This study examined the use of 3-D VR technology as an assessment tool in ASD children, and further compared its use to two-dimensional (2-D) tasks. Additionally, we aimed to examine…
Descriptors: Autism, Pervasive Developmental Disorders, Simulated Environment, Educational Technology
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Kopcha, Theodore J.; Otumfuor, Beryl A.; Wang, Lu – Journal of Research on Technology in Education, 2015
This study examines the effects of spatial ability, gender differences, and pictorial training on fourth grade students' ability to recall landmark locations from memory. Ninety-six students used Google Earth over a 3-week period to locate landmarks (3-D) and mark their location on a 2-D topographical map. Analysis of covariance on posttest scores…
Descriptors: Spatial Ability, Gender Differences, Memory, Pictorial Stimuli