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Altinay, Zehra; Ossiannilsson, Ebba; Kalaç, Mustafa Ozhan; Basari, Gülsün; Aktepebasi, Ali; Altinay, Fahriye – Turkish Online Journal of Educational Technology - TOJET, 2016
The research encapsulates the framework on potential contributions of OER practices for supporting the ICT competence for disabled adult learners in building equal opportunities within the society. The study underlined the developing OER policy and framework to focus on digital citizenship competency for disabled adult learners. OER practices can…
Descriptors: Open Source Technology, Educational Practices, Technology Uses in Education, Adult Learning
Bacha, Jeffrey A. – Journal of Technical Writing and Communication, 2012
This article argues for the establishment of a usability process that incorporates the study of "words" and "word phrases." It demonstrates how semantically mapping a navigational taxonomy can help the developers of digital environments establish a more focused sense of functional meaning for the users of their digital designs.
Descriptors: Semantics, Navigation (Information Systems), Classification, User Needs (Information)
Staykova, Milena P. – Journal of Curriculum and Teaching, 2013
Many nurse educators fear involvement in curriculum development because of limited understanding of what it entails. Curricula, as etymological, epistemological, and phenomenological concepts have attracted the attention of educators for decades. Several curriculum models exist to explain curriculum decision-making, and the relationship among…
Descriptors: Nursing Education, Stakeholders, Curriculum Development, Models
Niemeyer, Dodie J.; Gerber, Hannah R. – Educational Media International, 2015
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…
Descriptors: Informal Education, Educational Games, Computer Games, Communities of Practice
Legon, Ron – American Journal of Distance Education, 2015
In countless discussions over the past ten years with educators considering the adoption of the Quality Matters (QM) Rubric™, the most common question asked is, "Can you prove that applying the QM Rubric to an online course improves outcomes--retention, grades, learner satisfaction?" This question seems necessary, reasonable, and even…
Descriptors: Scoring Rubrics, Relevance (Education), Online Courses, Electronic Learning
Zarraonandia, Telmo; Francese, Rita; Passero, Ignazio; Diaz, Paloma; Tortora, Genoveffa – International Journal of Distance Education Technologies, 2014
Despite several researchers reporting evidence that 3D Virtual Worlds can be used to effectively support educational processes in recent years, the integration of this technology in real learning processes is not as commonplace as in other educational technologies. Instructional designers have to balance the cost associated with the development of…
Descriptors: Computer Simulation, Direct Instruction, Individual Instruction, Learning Activities
Stefaniak, Jill E.; Tracey, Monica W. – TechTrends: Linking Research and Practice to Improve Learning, 2014
Design-thinking is an inductive and participatory process in which designers are required to manage constraints, generate solutions, and follow project timelines in order to complete project goals. The researchers used this exploration study to look at how designers in various disciplinary fields approach design projects. Designers were asked to…
Descriptors: Decision Making, Decision Making Skills, Instructional Design, Intellectual Disciplines
Hadlock, Camey Andersen; McDonald, Jason K. – Educational Technology, 2014
While instructional design's technological roots have given it many approaches for process and product improvement, in most cases designers still rely on instructional forms that do not allow them to develop instruction of a quality consistent with that expressed by the field's visionary leaders. As a result, often the teachers and students using…
Descriptors: Instructional Design, Design Requirements, World Views, Values
Kornoelje, Joanne; Roman, Harry T. – Tech Directions, 2012
This article presents a simple design challenge, based on the PBS program "Design Squad's" "Watercraft" activity that will prove engaging to most technology and engineering students. In this floating boat challenge, students are to build a boat that can float and support 25 pennies for at least 10 seconds--without leaking, sinking, or tipping…
Descriptors: Design Requirements, Science Activities, Problem Based Learning, Science Process Skills
Boyle, Tom; Ravenscroft, Andrew – Computers & Education, 2012
Conceptual clarification is essential if we are to establish a stable and deep discipline of technology enhanced learning. The technology is alluring; this can distract from deep design in a surface rush to exploit the affordances of the new technology. We need a basis for design, and a conceptual unit of organization, that are applicable across…
Descriptors: Instructional Design, Design Requirements, Learning Processes, Learning Theories
Gilda, Agacer; Christofi, Andreas; Moliver, Donald – Journal of Instructional Pedagogies, 2014
Our paper provides some critical attributes of an online homegrown assessment test, which we labelled Major Field Learning Test (MFLT). These attributes are also valid for departmental tests, directly connected to coursework which makes up the MFLT. The paper provides helpful recommendations for online assessment of learning as well as retention…
Descriptors: Computer Assisted Testing, Achievement Tests, Outcome Measures, Retention (Psychology)
Koh, Joyce Hwee Ling – Australasian Journal of Educational Technology, 2017
E-learning quality depends on sound pedagogical integration between the content resources and lesson activities within an e-learning system. This study proposes that a meaningful learning with technology framework can be used to guide the design and integration of content resources with e-learning activities in ways that promote learning…
Descriptors: Graduate Students, Electronic Learning, Alignment (Education), Educational Quality
Roman, Harry T. – Technology and Engineering Teacher, 2012
Students love nothing better than personalizing their space--desk, bedroom, or even their cars. This article describes a classroom challenge that gives students a chance to let their spirits soar with the invention of a new form of wall treatment. A trip to a big box store might prove to be most helpful for students to visualize their new product…
Descriptors: Teaching Methods, Interior Design, Interior Space, Design Requirements
Roman, Harry T. – Technology and Engineering Teacher, 2012
A design challenge is all about planning first and understanding the problem before diving in and looking frantically for a solution. Any experienced engineer or designer will tell one to think first and plan the steps before acting. An experienced carpenter friend of the author always said to "take many measurements and cut once." There is great…
Descriptors: Exhibits, Energy, Production Techniques, Story Telling
Conner-Zachocki, Jennifer – Theory Into Practice, 2015
Digital technologies have had a significant impact on how educators have come to understand and define literacy, and on the types of literacies and literacy practices that are required in the 21st century. In response, organizations such as the National Council of Teachers of English (NCTE) have designed frameworks that attempt to articulate…
Descriptors: Best Practices, Multiple Literacies, Media Literacy, Professional Associations