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Showing 1 to 15 of 22 results Save | Export
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Zoellner, Brian; Cavanaugh, Terence – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2017
The future for primary and secondary school textbooks is moving to digital ones, and faculties of schools, colleges, and departments of education (SCDEs) need to prepare preservice teachers for this change. Already, legislatures in 23 states have mandated that school systems use digital textbooks or digital resources as part of their textbook…
Descriptors: Textbooks, Electronic Publishing, Elementary Secondary Education, Preservice Teachers
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Lewis-Pierre, LaToya; Aziza, Khitam – Quarterly Review of Distance Education, 2017
The 21st century nurse is a forward-thinking individual who is expected to deliver holistic nursing care. Multigenerational learners are seeking degrees and the new Net generation learner will reflect the majority of the workforce. Thus, the integration of a multilevel interactive classroom is instrumental in facilitating the student's knowledge…
Descriptors: Nursing Education, Nursing Students, Death, Patients
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Kim, Heesung; Ke, Fengfeng – Interactive Learning Environments, 2017
This experimental study was intended to examine whether the integration of game characteristics in the OpenSimulator-supported virtual reality (VR) learning environment can improve mathematical achievement for elementary school students. In this pre- and posttest experimental comparison study, data were collected from 132 fourth graders through an…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Singleton, Sondra Shively – ProQuest LLC, 2016
The purpose of this study was to examine the effect of microblogging as an authentic real-world technology in a middle school classroom in response to the 2010 Department of Education's call to provide students with more relevant digital experiences. The non-equivalent control group, pretest-posttest design study was used to determine if…
Descriptors: Electronic Publishing, Middle School Students, Educational Technology, Technology Uses in Education
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Sommer, Max; Ritzhaupt, Albert D. – Journal of Information Technology Education: Research, 2018
Aim/Purpose: The purpose of this study was to examine the impact of the flipped classroom model on learner achievement and satisfaction for undergraduate learners Background: The context for this research on the flipped classroom was an introductory technology literacy course at a public, research university. Methodology: This study employed a…
Descriptors: Undergraduate Students, Technological Literacy, Student Satisfaction, Academic Achievement
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Miller, Katie M.; Little, Mary E. – Exceptionality, 2018
The purpose of this study was to determine the effectiveness of an instructional package, Self-Regulated Strategy Development, a cognitive strategy instructional model (POW + TREE), in combination with video self-modeling (VSM) on the improvement on the written expression of three third-grade students with learning disabilities (LD). This…
Descriptors: Video Technology, Grade 3, Learning Disabilities, Achievement Tests
Urdegar, Steven M. – Research Services, Miami-Dade County Public Schools, 2014
My Virtual Reading Coach (MVRC) is an online program for students who have been identified as struggling readers. It is used as an intervention within the Response to Intervention (RtI) framework, as well as for students with disabilities. The software addresses reading sub-skills (i.e., comprehension, fluency, phonemic awareness, phonics, and…
Descriptors: Reading Difficulties, Intervention, Response to Intervention, Disabilities
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Fabrizi, Sarah E. – Journal of Occupational Therapy, Schools & Early Intervention, 2015
This study investigated the effectiveness of an aquatic playgroup on the playfulness of children, ages 2 to 3 with autism spectrum disorder. Using a repeated measures design, we followed 10 children and their caregivers who participated in a 6-week aquatic playgroup in southwest Florida. Four dyads completed the entire 12-week study period. The…
Descriptors: Young Children, Autism, Pervasive Developmental Disorders, Play
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Zheng, Robert; Hicken, Bret L.; Hill, Robert D.; Luptak, Marilyn; Daniel, Candice M.; Grant, Marren; Rupper, Randall – Educational Gerontology, 2016
This research project included two studies that investigated (a) differences between technology use in tech-knowledgeable and less tech-knowledgeable older persons, (b) cognitive and affective variables and their association with the application of technology, and (c) the implications of these variables on the design of remote-delivered caregiver…
Descriptors: Caregiver Training, Older Adults, Technology Uses in Education, Technological Literacy
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Shute, Valerie J.; Ventura, Matthew; Kim, Yoon Jeon – Journal of Educational Research, 2013
Digital games are very popular in modern culture. The authors are examining ways to leverage these engaging environments to assess and support student competencies. The authors examine gameplay and learning using a physics game they developed called Newton's Playground. The sample consisted of 167 eighth- and ninth-grade students who played…
Descriptors: Teaching Methods, Physics, Educational Games, Educational Technology
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Rakap, Salih; Jones, Hazel A.; Emery, Alice Kaye – Teacher Education and Special Education, 2015
This article describes the development, implementation, and second-year evaluation of Project Autism Competencies for Endorsement (ACE), a web-based professional development (PD) program that is designed to train teachers currently working in the field to meet the unique and diverse needs of children with autism spectrum disorders (ASDs). A…
Descriptors: Faculty Development, Autism, Pervasive Developmental Disorders, Teacher Competencies
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Valdiz, Alfred; Trujillo, Karen; Wiburg, Karin – Journal of Curriculum and Teaching, 2013
Math Snacks animations and support materials were developed for use on the web and mobile technologies to teach ratio, proportion, scale factor, and number line concepts using a multi-modal approach. Included in Math Snacks are: Animations which promote the visualization of a concept image; written lessons which provide cognitive complexity for…
Descriptors: Animation, Educational Games, Mathematics Instruction, Pretests Posttests
Smith-Pethybridge, Valorie – ProQuest LLC, 2009
College personnel are required to provide accommodations for students who are deaf and hard of hearing (D/HoH), but few empirical studies have been conducted on D/HoH students as they learn under the various accommodation conditions (sign language interpreting, SLI, real-time captioning, RTC, and both). Guided by the experiences of students who…
Descriptors: Protocol Analysis, Partial Hearing, Deafness, Metacognition
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Gunter, Glenda; Kenny, Robert – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2008
New learning and communications paradigms of today's learners are extending the definition of literacy and directly affecting how reading and writing skills are acquired (Leu, 2000). Mirroring an ever-expanding definition of literacy, new college and K-12 curricular programs that redefine digital media are popping up all over the country. Story is…
Descriptors: Electronic Publishing, Educational Technology, Technology Uses in Education, Teaching Methods
Dopson, Brian G. – ProQuest LLC, 2010
Many high schools are encouraging teachers to enhance the level of student engagement by having teachers interact more productively with students. Effective questioning, efficient use of wait time, use of high-quality examples, a clear goal, equitable distribution, and a balance of open and closed questions correlate with higher levels of student…
Descriptors: Learner Engagement, Direct Instruction, Video Technology, High School Students
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