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Kyriakos Kouveliotis; Maryam Mansuri – International Association for Development of the Information Society, 2022
The world is changing at an incredible rate, and different processes are using technology more and more every day. One of the most widely used applications of artificial intelligence today is to simplify employee tasks and office automation. In the future, robots can, like an author, produce articles or create conferences and instructional videos.…
Descriptors: Artificial Intelligence, Electronic Learning, Technology Uses in Education, COVID-19
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Pi-Sui Hsu; Reva Freedman; Darin Brockmann; Zachary Hueneke; Dean LaBarbera; Ben Kluga; Rui Zhang; Ian Sullivan; Margot Van Dyke – International Journal of Designs for Learning, 2022
The objective of this project was to address design gaps in previous programs that address scientific argumentation in middle schools. We adopted gamification mechanics (e.g., stimulus and response and progression) to design a computer-assisted program to better support students' development of scientific argumentation. In this paper, we describe…
Descriptors: Game Based Learning, Middle School Students, Persuasive Discourse, Science Education
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Stephanie Moore; James Hong – International Journal of Designs for Learning, 2022
Online courses are growing rapidly in K-12, but teachers often receive no preparation for teaching in these environments. While field experiences in virtual schools may be useful, very few teacher education programs offer such an opportunity and there is very little research on the design and effectiveness of such an approach. In this design case…
Descriptors: Distance Education, Practicums, Electronic Learning, Technology Uses in Education
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Kumar, Bimal Aklesh; Goundar, Munil Shiva; Chand, Sailesh Saras – Education and Information Technologies, 2020
Heuristic evaluation is a fast and cheap method that can be used to identify usability flaws in mobile learning applications. In this paper, we proposed a framework for heuristic evaluation of mobile learning applications to ensure that best practices are followed, hence saving time and effort in conducting a heuristic evaluation. Ten case studies…
Descriptors: Heuristics, Usability, Electronic Learning, Computer Oriented Programs
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Crutcher, Paul A. – Distance Learning, 2020
March 2020: The COVID-19 pandemic promoted K-12 and higher education institutions in North America to abruptly transition curricula to online and hybrid formats. As the literature notes, schools discussed digital distance learning programs long before this particular moment in the spring semester. Yet the poignant lesson from the transition had…
Descriptors: Empathy, Distance Education, Electronic Learning, Affective Behavior
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Larsen, Lasse Juel – Technology, Knowledge and Learning, 2020
The aim of this article is to revise and expand Gregory Bateson's theory of learning to demonstrate how scaffolding content and context takes place in computer games. The presented revision rest on a micro-level analysis of how learning takes place in the computer game "StarCraft 2" a successful triple A (mid-sized to major publisher…
Descriptors: Scaffolding (Teaching Technique), Learning Theories, Electronic Learning, Computer Games
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Stohlmann, Micah S. – School Science and Mathematics, 2023
Escape rooms have been receiving more attention for use in education. Escape rooms are games in which teams solve multiple puzzles and challenges using clues, hints, and strategy to determine how to escape from a locked room. The implementation of escape rooms has the potential for increasing students' mathematical understanding and engagement.…
Descriptors: Mathematics Education, Electronic Learning, Problem Solving, Game Based Learning
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Filson, Darren – Journal of Economic Education, 2023
The COVID-19 pandemic made it necessary for instructors to innovate, and some of the innovations will persist and be refined post-pandemic. An economics elective at Claremont McKenna College provides examples. Innovations likely to persist include replacing in-class exams with context-rich assignments and conducting a set of student presentations…
Descriptors: COVID-19, Pandemics, Educational Innovation, Economics Education
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Reich-Shapiro, Mindi; Scarola, Kristin – Art Education, 2023
The Early Childhood Education program at Borough of Manhattan Community College (BMCC) prepares more than 600 students each year to be educators in early childhood (birth-Grade 2) classrooms as teaching assistants or to continue their education in 4-year institutions. In March 2020, as COVID-19 devastated urban neighborhoods, a journey was…
Descriptors: Creativity, Educational Environment, Electronic Learning, Community College Students
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Arroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew – Technology, Knowledge and Learning, 2023
This emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play,…
Descriptors: Technology Uses in Education, Computation, Thinking Skills, Games
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Ditta, Annie S.; Lussier, Catherine M.; Speer, Annika C. – College Teaching, 2023
The COVID-19 pandemic caused instructors to quickly pivot their teaching into the remote environment. Now, as we conclude over a year of remote instruction, faculty need to focus on developing excellence in online and hybridized education. Research has been dedicated to discovering best practices in online teaching, but much of that work was…
Descriptors: COVID-19, Pandemics, Educational Theories, Educational Change
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Cone, Lucas – Learning, Media and Technology, 2023
Spanning parent-communication and administration to content delivery and student monitoring, platforms have become an integral part of contemporary schooling. Building on two ethnographic episodes occurring in a Danish primary school in January 2020, this article engages in an analysis and discussion of how the ongoing "platformization"…
Descriptors: Foreign Countries, Elementary School Students, Learning Management Systems, Grade 2
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Kimberly Dickman – Journal of Teaching and Learning with Technology, 2023
Technology has expanded the landscape of higher education. The ability to learn almost anything from anywhere at any time has impacted educational attainment, particularly for those who lacked access in the past. Many who enter the virtual classroom, however, do not stay. Completion rates for online learning fall short, especially when compared to…
Descriptors: Virtual Classrooms, Sense of Community, Technology Uses in Education, Electronic Learning
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Salomé Martínez; Flavio Guiñez; Darío González – Mathematics Teacher: Learning and Teaching PK-12, 2023
An university in Chile developed a Digital Learning Routes (DLR) for three elective courses in the area of mathematics: (1) limits, derivatives, and integrals; (2) probabilities and descriptive and inferential statistics; and (3) three-dimensional geometry. A DLR is a sequence of e-learning activities that seeks to enable learners to build…
Descriptors: Foreign Countries, Electronic Learning, Mathematics Activities, Mathematics Instruction
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Carlo Perrotta; Luci Pangrazio – Education Policy Analysis Archives, 2023
Digital platforms have become integral to contemporary schooling. Google Classroom, Compass, Office 365, EdQuire, ClassDojo and Canvas are just some of the many platforms that litter students' and teachers' computers today. While students may have only one school to physically attend, there is a labyrinth of digital enclosures for them to navigate…
Descriptors: Technology Uses in Education, Technology Integration, Educational Technology, Educational Research
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