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Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games
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McDermott, Maureen – Distance Learning, 2018
Twenty-first century higher education instructors are continually tasked to review, align, pilot, adopt, infuse, and evaluate new tools and resources into curricula rich with standards regardless of course format (online/ distance, hybrid, and face-to-face courses). Demands often overwhelm instructors who cannot assume that all students approach…
Descriptors: Electronic Learning, Internet, Privacy, Information Security
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Hast, Michael; Healy, Caroline – Journal of Teaching and Learning with Technology, 2018
Reflecting the continuing change in higher education student experiences in light of the electronic age it is crucial to examine whether digital feedback provision approaches are seen as helpful in promoting self-regulated learning. In the present study students (N = 99) completed a survey examining preferences and gathering initial qualitative…
Descriptors: Undergraduate Students, Feedback (Response), Preferences, Student Attitudes
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Toraman, Lale; Usta, Ertugrul – Participatory Educational Research, 2018
In this study, secondary school students views related to use of the internet and the problems that they are faced on the internet were investigated. In this context students' and parents' views related to the use of internet by secondary school students were examined. In this study, qualitative researching method was used. This study was applied…
Descriptors: Internet, Problems, Computer Use, Student Attitudes
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Valan, Lotha; Sundin, Karin; Kristiansen, Lisbeth; Jong, Mats – Early Child Development and Care, 2018
Background: On the basis of parents' growing use of the Internet as a resource for health-related information, and the total lack of scientific literature about how nurses in child healthcare experience how their work is affected, further information is needed.Purpose: This study describes child health nurses' (CHN) experiences and opinions of…
Descriptors: Child Health, Nurses, Parents, Internet
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Fischer, Aaron J.; Schultz, Brandon K.; Collier-Meek, Melissa A.; Zoder-Martell, Kimberly A.; Erchul, William P. – International Journal of School & Educational Psychology, 2018
With recent advances in technology, several viable options now exist for school consultants to communicate with teachers via synchronous online videoconferencing (VC) without the need for specialized equipment. Unfortunately, few studies have evaluated the effectiveness of school consultation through VC, so practitioners are provided little…
Descriptors: Videoconferencing, Consultation Programs, Synchronous Communication, Computer Uses in Education
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Ceylan, Merve – Educational Research and Reviews, 2018
This study was conducted in order to determine the difficulties and challenges parents and children who have attended/desire to attend nature activities experience in order to access these activities. The study included 50 parents and their children. Interview technique was used in the study. The percentage of the questions asked was calculated to…
Descriptors: Parents, Children, Recreational Activities, Participation
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Hui, Bowen; Campbell, Robert – Journal of Academic Ethics, 2018
The importance of digital citizenship has been well recognized and integrated in standardized school curriculum. However, there are very few empirical studies that report on the success of these new initiatives. Our teaching experience suggest that students are able to perform well on exams that assess proper online conduct, but they still fail to…
Descriptors: Technological Literacy, Citizenship Responsibility, Safety, Computer Use
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Sicart, Miguel – American Journal of Play, 2018
The author proposes a rhetoric of computational play as a perspective for the analysis of the ludic in the Information Age. Combining concepts from the philosophy of information and postphenomenology with different theories of play, he argues that there is a play element shaping the cultural impact of computational media and that this kind of play…
Descriptors: Computer Use, Play, Computation, Information Science
Zhou, Zheng – ProQuest LLC, 2018
Scientific disciplines including mathematics, physics, and chemistry tend to adopt online resources, including websites and web applications, to demonstrate physical experiments and simulate scientific phenomena that are hard to observe and investigate in real world. The present study examined the existing collections of the websites and web…
Descriptors: Web Sites, Physics, Demonstrations (Educational), Computer Simulation
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Collins, Hilary – International Association for Development of the Information Society, 2018
This paper examines the identity processes, and routines of academic teams working within the intersection of a virtual and physical working environment within higher education with the aim of proposing an approach to designing a process that supports collaborative academic work. With cost-orientated moves to expanding online provision through…
Descriptors: Work Environment, Professional Identity, Teamwork, Computer Use
Tchoubar, Tatiana – ProQuest LLC, 2018
The overarching objective of this dissertation is helping people to make a better use of digital information. This dissertation studies the cognitive abilities that are important for positive eLearner experience with digital devices and virtual environments. Institutions of higher education are increasingly incorporating new technology into their…
Descriptors: Electronic Learning, Information Utilization, Readiness, Information Technology
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Sun, Fu-Rong; Pan, Long-Fei; Wan, Rong-Gen; Li, Hui; Wu, Shu-Jing – Interactive Learning Environments, 2021
This research aims to explore the latent effect of elementary student engagement in a Spherical Video-based Virtual Reality (SVVR) environment for a school-based course on higher level competence development. Student engagement and higher level competence development were investigated using a valid sample of 324 students from five elementary…
Descriptors: Learner Engagement, Elementary School Students, Computer Simulation, Skill Development
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