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Gee, J. P. – Innovate: Journal of Online Education, 2005
A good instructional game, like many good commercial games, should be built around what the author calls "authentic professionalism." In such games, skills, knowledge, and values are distributed between the virtual characters and the real-world player in a way that allows the player to experience first-hand how members of that profession think,…
Descriptors: Learning Theories, Video Games, Cognitive Psychology, Video Technology
Gee, James Paul – E-Learning, 2005
This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of…
Descriptors: Video Games, Educational Games, Educational Principles, Computer System Design
Breiter, Andreas; Light, Daniel – Educational Technology & Society, 2006
National legislation that increased the role of accountability testing has created pressure to use testing data, along with other data, for instructional decision-making. Connected to this push for data-driven decision-making, is the increased interest in data delivery systems or Management Information Systems (MIS) in education. But, before…
Descriptors: Educational Strategies, Delivery Systems, Information Needs, Management Information Systems
Goodwin, Yvonne A.; Kincaid, Tanna M. – 1998
This paper offers a definition for the word "effective" and then discusses implications of research on the environment in relation to designing effective instruction. Similarities and differences involved in designing effective instruction are presented across four different contexts: K-12, higher education, human services, and…
Descriptors: Corporations, Design Preferences, Educational Environment, Elementary Secondary Education
Large, Andrew; Beheshti, Jamshid; Nesset, Valerie; Bowler, Leanne – Proceedings of the ASIST Annual Meeting, 2003
Describes the process undertaken by a design team comprising both elementary school students and researchers to design a Web portal intended for use by children. The approach adopted by the team was based upon several design theories related to usability studies: contextual inquiry, participatory design, and cooperative inquiry. Presents…
Descriptors: Children, Computer Interfaces, Computer System Design, Cooperative Programs

Williams, Vicki S. – College & University Media Review, 1998
Investigates the supportive side of current technology in the visual process of learning and the issues instructional designers must address to utilize these capabilities and maximize their effects. Provides an overview of visual memory and discusses information processing and analogic reasoning, cognition and visual information processing, visual…
Descriptors: Cognitive Processes, Design Preferences, Information Processing, Information Technology

Winn, William – Educational Media International, 1999
Discusses the use of virtual environments (VEs) in teaching and learning. Examines the characteristics of effective VE in learning environments, looking at the added value produced by immersion, whereby students learn directly rather than through difficult symbol systems. Many apprehensions about VE are corrected, and the conclusions drawn are…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Design Preferences, Educational Environment

Baker, Elizabeth A. – Journal of Technology and Teacher Education, 2000
Within the field of teacher education, there are software designers creating software based on case-based learning theories. This paper examines the difficulties encountered in teacher preparation, and discusses how case-based instruction can address them. It analyzes three software packages designed for case-based teacher education, and discusses…
Descriptors: Computer Assisted Instruction, Computer Software Development, Design Preferences, Instructional Development

Shirinian, Ara – Performance Improvement, 2001
Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…
Descriptors: Computer Games, Computer Interfaces, Design Preferences, Designers
O'Neill, Kevin D.; Weiler, Mark; Sha, Li – Mentoring & Tutoring: Partnership in Learning, 2005
This article provides an overview of Telementoring Orchestrator[TM] (TMO), a new web-based software tool designed to aid small or large organizations in supporting telementoring programs (also called online mentoring or e-mentoring programs). In this report, we review the research that inspired the design of the software, and survey the major…
Descriptors: Mentors, Computer Software, Computer System Design, Teleconferencing
Richey, Rita C. – 1996
Robert Gagne has been a central figure in the infusion of instructional psychology into the field of instructional technology, and in the creation of the domain of instructional design. Gagne's design principles provide not only a theoretical orientation to an instructional design project, but also have prompted a number of design conventions and…
Descriptors: Context Effect, Design Preferences, Educational Practices, Educational Psychology

Crawford, Walt – Library Hi Tech, 1987
Details a series of tests conducted by the Research Libraries Group, Inc., to evaluate IBM clones i.e., computers designed to use hardware and software originally intended for IBM microcomputers. The results of evaluations of several personal computers, using the criteria of performance, aesthetics, ergonomics, and documentation, are reported.…
Descriptors: Comparative Analysis, Computer Software, Cost Effectiveness, Design Preferences
Tavangarian, Djamshid; Leypold, Markus E.; Nölting, Kristin; Röser, Marc; Voigt, Denny – Electronic Journal of e-Learning, 2004
Despite the fact that e-Learning exists for a relatively long time, it is still in its infancy. Current e-Learning systems on the market are limited to technical gadgets and organizational aspects of teaching, instead of supporting the learning. As a result the learner has become deindividualized and demoted to a noncritical homogenous user. One…
Descriptors: Electronic Learning, Individualized Instruction, Computer System Design, Courseware
Heerman, Charles E. – 1983
A college reading laboratory was designed and furnished to maximize flexibility in space use. To determine the effectiveness of the design and use of space, a two-part study was conducted that examined students' learning preferences and collected instructors' observations. Responses indicated student preferences for sound, light, warmth, and…
Descriptors: Classroom Design, Design Preferences, Furniture Arrangement, Higher Education
DeMartino, Darrell J. – 1999
An instructional systems approach to learning draws on principles of instructional design and development but also draws from theories such as behaviorism, information processing, cognitive theory, adult education, and systems theory among others. This paper focuses on how instructional designers can benefit from awareness of different adult…
Descriptors: Adult Education, Behaviorism, Constructivism (Learning), Design Preferences