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Kimball, Miles A. – Journal of Technical Writing and Communication, 2013
Many books, designers, and design educators talk about visual design principles such as balance, contrast, and alignment, but with little consistency. This study uses empirical methods to explore the lore surrounding design principles. The study took the form of two stages: a quantitative literature review to determine what design principles are…
Descriptors: Design, Design Requirements, Layout (Publications), Literature Reviews
Boateng, John Kwame – Journal of Education and e-Learning Research, 2016
This paper reports on a study that explored the best ways to design e-learning in order to provide better access for adult learners with disabilities. Two districts from the Central Region of Ghana were selected and two major research questions guided the study. The five-point Likert scale was employed between May and August of 2014. The two…
Descriptors: Foreign Countries, Electronic Learning, Adult Learning, Disabilities
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
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
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
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
Osler, James Edward – Journal of Educational Technology, 2013
This paper discusses the implementation of the Tri-Squared Test as an advanced statistical measure used to verify and validate the research outcomes of Educational Technology software. A mathematical and epistemological rational is provided for the transformative process of qualitative data into quantitative outcomes through the Tri-Squared Test…
Descriptors: Educational Technology, Educational Assessment, Statistical Analysis, Outcome Measures
Durak, Gürhan; Ataizi, Murat – Universal Journal of Educational Research, 2016
The purpose of this study was to design the course of Programming Languages-I online, which is given on face-to-face basis at undergraduate level. It is seen in literature that there is no detailed research on the preparation of a fully-online course directly based on an instructional design model. In this respect, depending on the ADDIE design…
Descriptors: Online Courses, Instructional Design, Programming Languages, Computer Science Education
Razak, Rafiza Abdul; Palanisamy, Punithavathy – Malaysian Online Journal of Educational Technology, 2013
The purpose of this study was to design and develop a set of guidelines for multimedia learning objects to inform instructional designers (IDs) about the procedures involved in the process of content analysis. This study was motivated by the absence of standardized procedures in the beginning phase of the multimedia learning object design which is…
Descriptors: Multimedia Materials, Guidelines, Task Analysis, Cognitive Objectives
York, Cindy S.; Ertmer, Peggy A. – Educational Technology Research and Development, 2011
Evidence suggests that experienced instructional designers often use heuristics and adapted models when engaged in the instructional design problem-solving process. This study used the Delphi technique to identify a core set of heuristics designers reported as being important to the success of the design process. The overarching purpose of the…
Descriptors: Delphi Technique, Instructional Design, Heuristics, Design Requirements
Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
Wald, Mike; Li, Yunjia; Draffan, E. A. – Themes in Science and Technology Education, 2014
This paper describes accessible collaborative learning using mobile devices with mobile enhancements to Synote, the freely available, award winning, open source, web based application that makes web hosted recordings easier to access, search, manage, and exploit for all learners, teachers and other users. Notes taken live during lectures using…
Descriptors: Cooperative Learning, Handheld Devices, Open Source Technology, Web Based Instruction
Panzera, Anthony D.; Schneider, Tali K.; Martinasek, Mary P.; Lindenberger, James H.; Couluris, Marisa; Bryant, Carol A.; McDermott, Robert J. – Journal of School Health, 2013
Background: Self-management of asthma can now leverage new media technologies. To optimize implementation they must employ a consumer-oriented developmental approach. This study explored benefits of and barriers to improved asthma self-management and identified key elements for the development of a digital media tool to enhance asthma control.…
Descriptors: Diseases, Child Health, Adolescents, Self Management
Barbera, Elena; Garcia, Iolanda; Fuertes-Alpiste, Marc – International Review of Research in Open and Distributed Learning, 2017
This paper presents a case study of the co-design process for an online course on Sustainable Development (Degree in Tourism) involving the teacher, two students, and the project researchers. The co-design process was founded on an inquiry-based and technology-enhanced model that takes shape in a set of design principles. The research had two main…
Descriptors: Vignettes, Case Studies, Sustainable Development, Online Courses
Grunefeld, Hetty; van Tartwijk, Jan; Jongen, Havva; Wubbels, Theo – International Journal for Academic Development, 2015
This article describes and assesses the design and effects of one of the first academic development programmes on Leadership for Educational Change. The participants are senior academics, involved in leadership of teaching and learning. We report on an evaluation using a mixed-method approach employing a self-report questionnaire administered to…
Descriptors: Educational Change, Leadership Training, Instructional Development, Instructional Design