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Frazer, Gary W.; Stevens, George H. – Educational Technology, 2015
Most past and current learning technologies have been one- or two-dimensional in presentation. This may be fine if one is looking at a map or even a fine painting. However, to fully appreciate the detail of a statue or a machine part, it is better to be able to look at it from all sides. Use of holographic images allows an item to be shared with a…
Descriptors: Performance Technology, Human Factors Engineering, Educational Technology, Computer Graphics
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Hsieh, Yi-Zeng; Su, Mu-Chun; Chen, Sherry Y.; Chen, Gow-Dong – Interactive Learning Environments, 2015
A computer-vision-based method is widely employed to support the development of a variety of applications. In this vein, this study uses a computer-vision-based method to develop a playful learning system, which is a robot-based learning companion named RobotTell. Unlike existing playful learning systems, a user-centered design (UCD) approach is…
Descriptors: Robotics, Technology Uses in Education, Human Factors Engineering, Design
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Seman, Laio Oriel; Hausmann, Romeu; Bezerra, Eduardo Augusto – IEEE Transactions on Education, 2018
Contribution: This paper presents the "PBL classroom model," an agent-based simulation (ABS) that allows testing of several scenarios of a project-based learning (PBL) application by considering different levels of soft-skills, and students' perception of the methodology. Background: While the community has made great advances in…
Descriptors: Active Learning, Student Projects, Vignettes, Classroom Environment
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Vijayan, Kavin Kathiresh; Mork, Ola Jon; Hansen, Irina Emily – Universal Journal of Educational Research, 2018
The concept of eye tracking is developing rapidly across various disciplines, and this inspired the current study of using this technology for an educational purpose. Eye tracking is a measuring method to either identify the gaze point or relative motion of the eyes to the head. Researchers at NTNU I Ålesund, have used eye-tracking technology in…
Descriptors: Eye Movements, Engineering Education, Usability, Manufacturing
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Li, Jieyu; Huang, Chunlan; Wang, Xiuhong; Wu, Shengli – Information Research: An International Electronic Journal, 2016
Introduction: In the big data age, we have to deal with a tremendous amount of information, which can be collected from various types of sources. For information search systems such as Web search engines or online digital libraries, the collection of documents becomes larger and larger. For some queries, an information search system needs to…
Descriptors: Search Engines, Data Processing, Database Management Systems, Data
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Kiernan, Louise; White, Eoin; Morrissey, Kellie – Design and Technology Education, 2021
Contemporary design education seeks to prepare students for the workplace through studiobased learning that replicates real world practice. Design problems in the workplace have become increasingly complex and one example of this is within the area of design for healthcare, which requires multidisciplinary collaboration between various…
Descriptors: Blended Learning, Design, Partnerships in Education, Online Courses
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Lee, Seung Yong; Bates, Paul R.; Murray, Patrick S.; Martin, Wayne L. – International Journal of Training Research, 2017
Threat and Error Management (TEM) training, endorsed and recommended by the International Civil Aviation Organisation (ICAO), was mandated in Australia with the aim of improving aviation safety. However, to date, there has been very limited, if any, formal post-implementation review, assessment or evaluation to examine the "after-state"…
Descriptors: Foreign Countries, Error Correction, Aviation Education, Aviation Technology
Savage, Raymond S., Jr – ProQuest LLC, 2017
The problem for this research study developed from the current lighting environment in our homes, workplaces, and classrooms that are producing unwanted side effects in the form of too much blue light. As a result, educators, students, and their parents are all impacted by what some healthcare providers are calling "the looming public health…
Descriptors: Lighting, Preferences, Case Studies, Family Environment
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Whyte, Elisabeth M.; Smyth, Joshua M.; Scherf, K. Suzanne – Journal of Autism and Developmental Disorders, 2015
The design of "Serious games" that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism.…
Descriptors: Intervention, Autism, Educational Games, Design Requirements
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Hagelkruys, Dominik; Motschnig, Renate – International Journal on E-Learning, 2017
Case studies help to reflect and to capture information about complex processes and domains and to make it reusable for future application in related contexts. In the case study reported in this article, we aim to capture and share processes and experience that we gained while designing a web-portal for supporting the specific user group of…
Descriptors: Case Studies, Teaching Methods, Dyslexia, Inclusion
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An, Pengcheng; Bakker, Saskia; Eggen, Berry – Education and Information Technologies, 2017
Secondary school teachers have quite busy and complex routines in their classrooms. However, present classroom technologies usually require focused attention from teachers while being interacted with, which restricts their use in teachers' daily routines. Peripheral interaction is a human-computer interaction style that aims to enable interaction…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Classroom Techniques
Ghoneim, Nahed Mohammed Mahmoud; Elghotmy, Heba Elsayed Abdelsalam – Online Submission, 2019
The current study aims at developing English major's EFL creative writing skills through using Ergonomics based instruction. Sixty two students were randomly divided into two groups: experimental (n=31) and control (n=31). The experimental group received ergonomics based instruction whereas the control group received regular instruction. An EFL…
Descriptors: Teaching Methods, College Students, English (Second Language), Majors (Students)
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Sponsiello, Marta; Gallego-Arrufat, María-Jesús – Ethnography and Education, 2016
This paper moves from the data collected during an ethnographic research conducted in Second Life, which focuses on the observation of different technological difficulties in educational experiences. The main research interests focused on the social dynamics of educational experiences in Second Life and the opportunity to develop a proper research…
Descriptors: Ethnography, Computer Simulation, Computer Graphics, Educational Experience
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Doshybekov, Aidyn Bagdatovich; Abildabekov, Sabit Akimbaevich; Kasymbaev, Medet Imanbekovich; Berekbusynova, Gulzhan Maulsharifkyzy; Niyazakynov, Erdos Bagdatovich – International Journal of Environmental and Science Education, 2016
The aim of this study is to examine the state of marketing in the sphere of physical culture and sport and develop methodological foundations of sports and health services marketing on its basis. In the study we adhere to the following philosophical and pedagogical strategies--methodological principles: axiological, humanistic and synergistic…
Descriptors: Foreign Countries, Marketing, Athletics, Health Services
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Maheshwar; Jawalkar, Chandrashekhar S. – Journal on School Educational Technology, 2014
This paper presents the ergonomic aspects in designing and prototyping of desks cum chairs used in elementary schools. The procedures adopted for the assessment included: the study of existing school furniture, design analysis and development of prototypes. The design approach proposed a series of adjustable desks and chairs developed in terms of…
Descriptors: Elementary Schools, Human Factors Engineering, Furniture, Production Techniques
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