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Eric John Seneca – ProQuest LLC, 2013
Learning occurs when content is accessed in a recursive process of awareness, exploration, reflection and resolution within one's social context. With the rapid adoption of mobile technologies, mobile learning (m-Learning) researchers should incorporate aspects of mobile human-computer interaction research into the instructional design process.…
Descriptors: Academic Achievement, Undergraduate Students, Kinesiology, Context Effect
Silva, Greis F. Mireya; Salgado, Luciana Cardoso de Castro; Suplino, Maryse; Raposo, Alberto Barbosa – Themes in Science and Technology Education, 2014
Collaborative multitouch applications have been designed to support social interaction and collaboration skills in people with mild autism. However, this kind of application generally is not designed specifically for people with severe autism. We have proposed a set of collaborative strategies to manipulate the elements in the interface aiming to…
Descriptors: Autism, Figurative Language, Interpersonal Relationship, Qualitative Research
Lim, Brian Y. – ProQuest LLC, 2012
To facilitate everyday activities, context-aware applications use sensors to detect what is happening and use increasingly complex mechanisms ( e.g., by using big rule-sets or machine learning) to infer the user's context and intent. For example, a mobile application can recognize that the user is in a conversation and suppress any incoming…
Descriptors: Man Machine Systems, Usability, Users (Information), Computer Oriented Programs
da Silva, André Constantino; Marques, Daniela; de Oliveira, Rodolfo Francisco; Noda, Edgar – International Association for Development of the Information Society, 2014
The use of computers in the teaching and learning process is investigated by many researches and, nowadays, due the available diversity of computing devices, tablets are become popular in classroom too. So what are the advantages and disadvantages to use tablets in classroom? How can we shape the teaching and learning activities to get the best of…
Descriptors: Computer Uses in Education, Teaching Methods, Handheld Devices, Interaction
Stein, Murphy Martin – ProQuest LLC, 2014
Developing technology to help people teach and learn is an important topic in Human Computer Interaction (HCI). In this thesis we present three studies on this topic. In the first study, we demonstrate new games for learning mathematics and discuss the evidence for key design decisions from user studies. In the second study, we develop a real-time…
Descriptors: Educational Technology, Man Machine Systems, Educational Games, Mathematics Instruction
Kelley, Patrick Gage – ProQuest LLC, 2013
Users are increasingly expected to manage complex privacy settings in their normal online interactions. From shopping to social networks, users make decisions about sharing their personal information with corporations and contacts, frequently with little assistance. Current solutions require consumers to read long documents or go out of their way…
Descriptors: Privacy, Users (Information), Decision Making, Internet
Banks, Jaime – ProQuest LLC, 2013
Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player's ability to create and control a digital body--an…
Descriptors: Computer Games, Self Concept, Postmodernism, Identification (Psychology)
Li, Zhepeng – ProQuest LLC, 2013
Link recommendation, which suggests links to connect currently unlinked users, is a key functionality offered by major online social networking platforms. Salient examples of link recommendation include "people you may know"' on Facebook and "who to follow" on Twitter. A social networking platform has two types of stakeholder:…
Descriptors: Social Networks, Hypermedia, Use Studies, Users (Information)
Fitzgerald, Jill; Elmore, Jeff; Koons, Heather; Hiebert, Elfrieda H.; Bowen, Kimberly; Sanford-Moore, Eleanor E.; Stenner, A. Jackson – Journal of Educational Psychology, 2015
The Common Core set a standard for all children to read increasingly complex texts throughout schooling. The purpose of the present study was to explore text characteristics specifically in relation to early-grades text complexity. Three hundred fifty primary-grades texts were selected and digitized. Twenty-two text characteristics were identified…
Descriptors: Reading Materials, Difficulty Level, Instructional Material Evaluation, Primary Education
Thorne, Steven L. – Language Learning & Technology, 2016
In this article I revisit the cultures-of-use conceptual framework--that technologies, as forms and processes comprising human culture, mediate and assume variable meanings, values, and conventionalized functions for different communities (Thorne, 2003). I trace the antecedent arc of investigation and serendipitous encounters that led to the 2003…
Descriptors: Morphology (Languages), Communication (Thought Transfer), Social Environment, Sociocultural Patterns
Daniela, Linda, Ed.; Lytras, Miltiadis, Ed. – IGI Global, 2018
Educational strategies have evolved over the years due to research breakthroughs and the application of technology. By using the latest learning innovations, curriculum and instructional design can be enhanced and strengthened. Also, as learners move away from traditional scholarly media and toward technology-based education, students gain an…
Descriptors: Constructivism (Learning), Teaching Methods, Learning Strategies, Educational Technology
Torres Peralta, Raquel – ProQuest LLC, 2012
Multi-touch tablets allow users to interact with computers through intuitive, natural gestures and direct manipulation of digital objects. One advantage of these devices is that they can offer a large, collaborative space where several users can work on a task at the same time. However the lack of privacy in these situations makes standard…
Descriptors: Handheld Devices, Manipulative Materials, Computer Security, Privacy
Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric – International Journal of Game-Based Learning, 2014
Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…
Descriptors: Educational Games, Computer Uses in Education, Science Interests, STEM Education
Campbell, Merle Wayne – ProQuest LLC, 2013
Intelligent decision systems have the potential to support and greatly amplify human decision-making across a number of industries and domains. However, despite the rapid improvement in the underlying capabilities of these "intelligent" systems, increasing their acceptance as decision aids in industry has remained a formidable challenge.…
Descriptors: Management Information Systems, Artificial Intelligence, Decision Making, Financial Services
Jiao, Jian – ProQuest LLC, 2013
The Internet has revolutionized the way users share and acquire knowledge. As important and popular Web-based applications, online discussion forums provide interactive platforms for users to exchange information and report problems. With the rapid growth of social networks and an ever increasing number of Internet users, online forums have…
Descriptors: Electronic Learning, Internet, Computer Mediated Communication, Manufacturing Industry

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