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Web Feet K-8, 2001
This annotated subject guide to Web sites and additional resources focuses on mythology. Specific age levels are given for resources that include Web sites, CD-ROMs and software, videos, books, audios, and magazines; offers professional resources; and presents a relevant class activity. (LRW)
Descriptors: Annotated Bibliographies, Audiotape Recordings, Class Activities, Computer Software

Mitchell, Donald P.; Scigliano, John A. – Internet and Higher Education, 2000
Describes the development of an online learning environment for a visually impaired professional. Topics include physical barriers, intellectual barriers, psychological barriers, and technological barriers; selecting appropriate hardware and software; and combining technologies that include personal computers, Web-based resources, network…
Descriptors: Audiotape Recordings, Computer Networks, Computer Selection, Computer Software Selection
Clifford, Brother William – Momentum, 2001
Suggests ways for educational institutions to avoid wasting money on software, including: (1) training staff properly; (2) considering the total costs of owning and maintaining software before purchasing it; and (3) finding out if the software will run properly on the school's hardware and network. Asserts that all of the hardware, connections,…
Descriptors: Budgeting, Computer Software, Computer Uses in Education, Curriculum Development
Mostert, Andre; Needham, Richard – International Journal on School Disaffection, 2004
Over a three month period in spring 2004, The British Association of Advisers and Lecturers in Physical Education (BAALPE) and New Media (a PLATO Learning Company) researched and evaluated models for harnessing ICT in physical education (PE). The project developed a unique ICT infrastructure for two PE departments to evaluate the impact of ICT on…
Descriptors: Educational Technology, Program Effectiveness, Physical Education, Students
Kitts, Christopher; Quinn, Neil – Journal on Educational Resources in Computing, 2004
Santa Clara University's Robotic Systems Laboratory conducts an aggressive robotic development and operations program in which interdisciplinary teams of undergraduate students build and deploy a wide range of robotic systems, ranging from underwater vehicles to spacecraft. These year-long projects expose students to the breadth of and…
Descriptors: Undergraduate Students, Engineering Education, Research and Development, Computer Interfaces
Dickey, Michele D. – Interactive Learning Environments, 2005
Three-dimensional virtual worlds are an emerging medium currently being used in both traditional classrooms and for distance education. Three-dimensional (3D) virtual worlds are a combination of desk-top interactive Virtual Reality within a chat environment. This analysis provides an overview of Active Worlds Educational Universe and Adobe…
Descriptors: Computer Simulation, Distance Education, Computer Mediated Communication, Electronic Mail
Vinther, Jane – Computer Assisted Language Learning, 2005
The seminal work by Ericsson and Simon established verbal reports as a genuine way to get a glimpse into the "black box" of the workings of the human mind, and it is now recognised as a method of value in the pursuit of new knowledge relating to, for instance, learner strategies, cognitive strategies, human-computer interaction, and functionality…
Descriptors: Computer Assisted Instruction, Second Language Instruction, English (Second Language), Syntax
Kurz, Terri L.; Batarelo, Ivana – Journal of Educational Technology Systems, 2005
Anchored instruction is designed to present problems in a meaningful context to allow for investigations into real life environments. The Jasper Project was created to allow students to investigate mathematical dilemmas using anchored instruction techniques. This study uses case study methods to examine the perceptions that preservice teachers…
Descriptors: Preservice Teachers, Teaching Methods, Educational Technology, Mathematics Instruction
Fiorentino, Leah Holland – Teaching Elementary Physical Education, 2005
In discussing the myth that technology has no benefit to the world of play, there seems to be little doubt that technology has made the task of assessing children's activity levels and identifying types of behaviors a simpler and more reliable process. There are three major approaches currently used to measure the amount of physical activity…
Descriptors: Metabolism, Play, Physical Activities, Physical Education
Morton, Hazel; Jack, Mervyn A. – Computer Assisted Language Learning, 2005
This paper describes a CALL approach which integrates software for speaker independent continuous speech recognition with embodied virtual agents and virtual worlds to create an immersive environment in which learners can converse in the target language in contextualised scenarios. The result is a self-access learning package: SPELL (Spoken…
Descriptors: Foreign Countries, Learning Modules, Feedback, Computer Assisted Instruction
Liang, Zhili; Yan, Zheng – Journal of Educational Computing Research, 2005
This article reviewed empirical studies published in the past 30 years that examined software piracy among college students. It focused on three areas of study: (a) major factors that affect college students' intentions, attitudes, and moral intensity regarding software piracy, (b) various decision-making processes that underlie software piracy…
Descriptors: Computer Software, College Students, Decision Making, Educational Strategies
Alden, Lori – Social Studies, 2005
In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…
Descriptors: Advanced Placement, Economics Education, Educational Games, Teaching Methods
Defranco-Tommarello, Joanna; Deek, Fadi P. – Journal of Interactive Learning Research, 2005
The experimental results of a collaborative problem solving and program development model that takes into consideration the cognitive and social activities that occur during software development is presented in this paper. This collaborative model is based on the Dual Common Model that focuses on individual cognitive aspects of problem solving and…
Descriptors: Interpersonal Communication, Group Dynamics, Programming, Educational Technology
Chronicle of Higher Education, 2004
"Chronicle of Higher Education" presents an abundant source of news and information for college and university faculty members and administrators. This June 4, 2004 issue of "Chronicle of Higher Education" includes the following articles: (1) "What Has Happened to Historical Literacy?" (Rabb, Theodore K.); (2)…
Descriptors: History Instruction, Higher Education, Films, Genetics
Hansson, Thomas – Computer Assisted Language Learning, 2005
A pilot study at a local school explores a virtual world during English lessons. The objective of applying a Vygotskian experimental design to the study is to investigate the potential of software, interaction and integration related to problem-solving defined as text composition in a foreign language. Focus of research and practices is on the…
Descriptors: Interaction, Second Language Instruction, Integrated Activities, Video Games