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Van Moere, Alistair; Suzuki, Masanori; Downey, Ryan; Cheng, Jian – Australian Review of Applied Linguistics, 2009
This paper discusses the development of an assessment to satisfy the International Civil Aviation Organization (ICAO) Language Proficiency Requirements. The Versant Aviation English Test utilizes speech recognition technology and a computerized testing platform, such that test administration and scoring are fully automated. Developed in…
Descriptors: Scoring, Test Construction, Language Proficiency, Standards
Hixon, Emily; So, Hyo-Jeong – Educational Technology & Society, 2009
The purpose of this paper is to provide a comprehensive review of how technology has been used to enhance or replace field experiences in preservice teacher preparation programs, and discuss the benefits and limitations of traditional and technology-enhanced/virtual field experience approaches. In this paper, three types of technology-enhanced…
Descriptors: Preservice Teacher Education, Preservice Teachers, Field Experience Programs, Barriers
Designing Oral Participation in Second Life--A Comparative Study of Two Language Proficiency Courses
Deutschmann, Mats; Panichi, Luisa; Molka-Danielsen, Judith – ReCALL, 2009
The following paper presents two stages of an action research project involving two oral proficiency courses held in the virtual world Second Life. Course 1 was conducted during the Autumn of 2007. Based on the experiences of this course, we redesigned many aspects of it in order to improve student activity in terms of oral participation and gave…
Descriptors: Action Research, Student Participation, Comparative Analysis, Language Proficiency
Wright, Vivian H.; Burnham, Joy J.; Inman, Christopher T.; Ogorchock, Heather N. – Journal of Computing in Teacher Education, 2009
This study examined cyberbullying in three distinct phases to facilitate a multifaceted understanding of cyberbullying. The phases included (a) a quantitative survey, (b) a qualitative focus group, and (c) development of educational scenarios/simulations (within the Second Life virtual environment). Phase III was based on adolescent feedback about…
Descriptors: Prevention, Focus Groups, Virtual Classrooms, Bullying
She, Hsiao-Ching; Chen, Yi-Zen – Computers & Education, 2009
This study examined how middle school students constructed their understanding of the mitosis and meiosis processes at a molecular level through multimedia learning materials presented in different interaction and sensory modality modes. A two (interaction modes: animation/simulation) by two (sensory modality modes: narration/on-screen text)…
Descriptors: Animation, Eye Movements, Attention, Interaction
Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
Dabbagh, Nada; Blijd, Cecily Williams – Journal of Educational Multimedia and Hypermedia, 2009
This study is a third in a series of studies that examined students' information seeking and problem solving behaviors while interacting with one of two types of web-based representations of an ill-structured instructional design case: hierarchical (tree-like) and heterarchical (network-like). A Java program was used to track students' hypermedia…
Descriptors: Medical Education, Graduate Students, Quasiexperimental Design, Problem Based Learning
Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
King, Kathleen P., Ed.; Cox, Thomas D., Ed. – IAP - Information Age Publishing, Inc., 2010
This book is provided as a guide, encouragement and handbook for faculty to introduce digital media in language they can understand and provide strategies and activities they can quickly assimilate into their teaching. The authors are excited that more people will be able to benefit from the powerful help and guidance contained in this book. This…
Descriptors: Video Technology, Paleontology, Adult Learning, Educational Technology
Herczog, Michelle M.; Porter, Priscilla – Center for Civic Education, 2010
The democratic aim of American education is to provide "all" students with the knowledge, skills, and dispositions to become informed, effective, and responsible citizens. Like civic education itself, literacy education can be embraced by all teachers across all disciplines. There are strategies that all teachers can use to help address…
Descriptors: Reading Difficulties, Reading Processes, Vocabulary Development, Reading Strategies
Herczog, Michelle M.; Porter, Priscilla – Center for Civic Education, 2010
The democratic aim of American education is to provide "all" students with the knowledge, skills, and dispositions to become informed, effective, and responsible citizens. Like civic education itself, literacy education can be embraced by all teachers across all disciplines. There are strategies that all teachers can use to help address…
Descriptors: Reading Difficulties, Reading Processes, Vocabulary Development, Reading Strategies
Tichon, Jennifer G.; Wallis, Guy M. – Behaviour & Information Technology, 2010
Through repeated practice under conditions similar to those in real-world settings, simulator training prepares an individual to maintain effective performance under stressful work conditions. Interfaces offering high fidelity and immersion can more closely reproduce real-world experiences and are generally believed to result in better learning…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Computer Assisted Instruction
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change
Kim, Sung-Ho – 1992
There has been increasing attention to the fine structure of abilities underlying task performance (E. H. Haertel and D. E. Wiley). One of the most useful approaches for this is by use of graphical models to represent relationships among abilities and test items. Building a large graphical model is always an issue. Restrictions upon experiments…
Descriptors: Ability, Data Collection, Equations (Mathematics), Performance

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