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Showing 1 to 15 of 131 results Save | Export
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Jessie S. Barrot – Technology, Knowledge and Learning, 2024
This emerging technology report delves into the role of ChatGPT, an OpenAI conversational AI, in language learning. The initial section introduces ChatGPT's nature and highlights its features, including accessibility, personalization, immersive learning, and instant feedback, which render it a valuable asset for language learners and educators…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Language Acquisition
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Thomas Anthony Chun Hun Chan; Jason Man-Bo Ho; Michael Tom – RELC Journal: A Journal of Language Teaching and Research, 2024
To create a more collaborative and communicative learning environment, digital tools are often looked to as possible solutions. Miro, an online whiteboard, is one such tool that allows students to easily share ideas and exchange information using a range of different media. Its strengths are its ability to allow real-time sharing and creation of…
Descriptors: Learning Management Systems, Electronic Learning, Educational Technology, Cooperative Learning
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Isaías, Pedro; Miranda, Paula; Pífano, Sara – Higher Education Quarterly, 2021
Technology, and Web 2.0 in particular, has been the focus of many universities' efforts to respond to 21st-century learners' demands and the volatile nature of the modern workplace. Web 2.0, with the numerous benefits it presents, seems to fit the needs of a socially connected and information-led society, but its integration in educational…
Descriptors: Web 2.0 Technologies, Technology Uses in Education, Technology Integration, Higher Education
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Sarah McCorkle; Jesse Strycker – International Journal of Designs for Learning, 2021
This design case focuses on the development of an alternative to Penn State's One Button Studio, but with a do-it-yourself mentality and a substantially smaller budget. The development of our one button video kiosk began as a class project but is part of a larger design-based research project. Video production is not something that all faculty,…
Descriptors: Video Technology, Production Techniques, Technology Uses in Education, College Faculty
Tare, Medha; Rood, Elizabeth – Joan Ganz Cooney Center at Sesame Workshop, 2023
Virtual, mixed, and augmented reality, termed "extended reality," or XR, have great potential for classroom-based learning. Yet many questions about the use and widespread adoption of these emerging technologies remain. To share insights, opportunities, and challenges, the Joan Ganz Cooney Center at Sesame Workshop and the XR Association…
Descriptors: Secondary Education, Educational Technology, Technology Uses in Education, Computer Simulation
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Clendinneng, D.; Yeratziotis, A.; Vanezi, E.; Costa, T.; Muscat, L.; Cassar, M.; Filomeno, L.; MacDonald, C. J.; Mettouris, C.; Papadopoulos, G. A.; La Torre, G. – Cogent Education, 2022
Digital Education Initiatives and Timely Solutions (DIG-IT) is an Erasmus+ project collaboration between university academics, clinical educators, industry partners, healthcare professionals, and technology experts over 5 European Union (EU) states. The objectives are to create digital educational capacity for academic faculty and mobile learning…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Design
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Schmidt, Matthew; Huang, Rui – TechTrends: Linking Research and Practice to Improve Learning, 2022
Increasing interest in user experience design (UXD) in the field of learning design and technology (LDT) signals a growing recognition of the importance of the individual experience of using learning technologies to learning--the learner experience (LX). However, a need exists to better define and conceptualize the phenomenon of learning…
Descriptors: Instructional Design, Educational Technology, Learning Experience, Student Educational Objectives
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Johnnie L. Allen Jr.; Freddy Juarez – New Directions for Student Leadership, 2024
This article highlights the importance of leadership engagement throughout the leadership learning process, adding to the leadership learning framework literature. We include a brief overview of leadership engagement as it relates to user-centered design (UCD), commonly utilized in information technology companies. The authors offer how UCD can…
Descriptors: Leadership Training, Learner Engagement, Information Technology, Corporations
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Edyburn, Dave L. – Intervention in School and Clinic, 2021
This is the third and final column of a special series on the topic of universal design for learning. Interested readers are encouraged to review the previous two articles: Enhancing Executive Function While Addressing Learner Variability in Inclusive Classrooms (Volume 56, Issue 3) (EJ1280159) and Classroom Menus for Supporting the Academic…
Descriptors: Access to Education, Usability, Educational Technology, Web Based Instruction
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Nason, Erica E.; Wang, Kaipeng; Ausbrooks, Angela R. – Journal of Social Work Education, 2023
This article introduces an open-source software package--R for Qualitative Data Analysis (RQDA). RQDA is an R package for analysis of text-formatted data, which is compatible across operating platforms. It is user-friendly and seamlessly integrates with R, which makes it possible to conduct statistical analyses on qualitative coding. Alternative…
Descriptors: Statistical Analysis, Computer Software, Open Source Technology, Usability
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Christa Miller – Journal of Postsecondary Education and Disability, 2023
This article describes two practices employed to close the knowledge gap around accessibility at a postsecondary institution. Practice One integrated accessibility training within existing professional development requirements. Practice Two used a multi-session accessibility training addressing knowledge gaps identified by training registration…
Descriptors: Certification, Accessibility (for Disabled), Usability, Integrated Activities
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Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
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Shachmut, Kyle; Deschenes, Amy – Journal of Postsecondary Education and Disability, 2019
Usability testing that includes people who are fluent in assistive technology is an important way to ensure that digital products meet the needs of all users. In settings such as universities, with highly distributed content creator networks and vast differences in project sizes and scopes, it can be challenging for non-experts to find and use the…
Descriptors: Assistive Technology, Usability, Testing, Students with Disabilities
Crossland, Alise; Gray, Tracy; Reynolds, Jillian – American Institutes for Research, 2018
There's unprecedented opportunity for state and local educators to invest in digital tools and professional development to transform teaching and learning. Rapidly evolving technology has provided new ways for all students, including those with disabilities to learn and for educators, students, and their families to interact. At the same time, the…
Descriptors: Educational Technology, Technology Uses in Education, Access to Computers, Students with Disabilities
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Dhabih V. Chulhai – Journal of Chemical Education, 2024
We present a tool, one that is both a stand-alone web-based video game and a Python package, designed for students to explore a particle's wave function on one-dimensional potential surfaces. The tool relies on a basis set formalism and can, therefore, explore any one-dimensional potential surface imaginable. This tool also lets students interact…
Descriptors: Science Instruction, Teaching Methods, Technology Uses in Education, Educational Games
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