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Yildirm, Isil; Zengel, Rengin – Turkish Online Journal of Educational Technology - TOJET, 2014
In parallel with the technological developments dominating usage of digital tools in science and education, caused the transform of knowledge in new ways. The reflection of these integration is seen in design discipline as its active role in this circle whether in practice or in the era of education, Benefit from the capabilities of new…
Descriptors: Cognitive Style, Spatial Ability, College Students, Interior Design
Wesley, Alexa; Parnell, Amelia; Askin, Jacalyn – NASPA - Student Affairs Administrators in Higher Education, 2020
Higher education is deploying a range of innovative strategies in response to rising costs and financial challenges. This report presents findings from a NASPA [National Association of Student Personnel Administrators] study on cost-saving initiatives at three institutions. Each institution aimed to creatively address different areas affecting…
Descriptors: Higher Education, Cost Effectiveness, Professional Associations, Student Personnel Workers
Levinson, Nanette; Davidson, Kaitlin E. – International Journal for the Scholarship of Teaching and Learning, 2015
There has been tremendous growth both in study abroad and intercultural exchange options in the United States and also in on-line learning options in higher education. Reviewing 91 cross-cultural experiences with at least one type of formal on-line component, this paper provides an overview and categorization of these offerings as well as a…
Descriptors: Online Courses, Intercultural Communication, Study Abroad, Classification
Marchetti, Emanuela; Valente, Andrea – Electronic Journal of e-Learning, 2015
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…
Descriptors: Educational Technology, Elementary School Students, Video Games, Computer Games
Riofrio-Luzcando, Diego; Ramirez, Jaime; Berrocal-Lobo, Marta – IEEE Transactions on Learning Technologies, 2017
Data mining is known to have a potential for predicting user performance. However, there are few studies that explore its potential for predicting student behavior in a procedural training environment. This paper presents a collective student model, which is built from past student logs. These logs are first grouped into clusters. Then, an…
Descriptors: Student Behavior, Predictive Validity, Predictor Variables, Predictive Measurement
Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander – Electronic Journal of e-Learning, 2017
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Descriptors: Gender Differences, Cultural Differences, Cultural Background, Educational Games
Ruano, Ildefonso; Gamez, Javier; Dormido, Sebastian; Gomez, Juan – IEEE Transactions on Learning Technologies, 2016
Online laboratories are useful and valuable resources in high education, especially in engineering studies. This work presents a methodology to create effective laboratories for learning that interact with a Learning Management System (LMS) to achieve advanced integration. It is based on pedagogical aspects and considers not only the laboratory…
Descriptors: Management Systems, Laboratories, Teaching Methods, Computer Simulation
Kim, Jeonghyun; Jo, Il-Hyun; Park, Yeonjeong – Asia Pacific Education Review, 2016
The learning analytics dashboard (LAD) is a newly developed learning support tool for virtual classrooms that is believed to allow students to review their online learning behavior patterns intuitively through the provision of visual information. The purpose of this study was to empirically validate the effects of LAD. An experimental study was…
Descriptors: Correlation, Computer Simulation, Online Courses, Behavior Patterns
Jenny, Seth E.; Thompson, Robin M. – International Journal of Technology in Teaching and Learning, 2016
Mobile gaming has become immensely popular with the growing ease of access and the variety of inexpensive options now being offered. Pokémon Go, a cellular phone game that combines augmented reality (AR) and global positioning system (GPS) location to catch digital characters in the real world, is a free download that has broken participation…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Computer Simulation
Darby-White, Tillerie T. – ProQuest LLC, 2016
In the science, technology, engineering, and mathematics (STEM) disciplines the laboratory has been the major component for understanding theoretical knowledge. The laboratory is the workplace for scientific research where students develop scientific thinking, conduct scientific investigations, and acquire knowledge of physical principles and…
Descriptors: Chemistry, Online Courses, Computer Simulation, Outcomes of Education
Miguel Baptista Nunes Ed.; Pedro Isaias Ed. – International Association for Development of the Information Society, 2022
These proceedings contain the papers of the 16th International Conference on e-Learning (EL 2022), which was organised by the International Association for Development of the Information Society, 19-21 July, 2022. This conference is part of the 16th Multi Conference on Computer Science and Information Systems 2022, 19-22 July, which had a total of…
Descriptors: Electronic Learning, Online Courses, Educational Technology, COVID-19
Mellar, Harvey; Peytcheva-Forsyth, Roumiana; Kocdar, Serpil; Karadeniz, Abdulkadir; Yovkova, Blagovesna – International Journal for Educational Integrity, 2018
Student authentication and authorship checking systems are intended to help teachers address cheating and plagiarism. This study set out to investigate higher education teachers' perceptions of the prevalence and types of cheating in their courses with a focus on the possible changes that might come about as a result of an increased use of…
Descriptors: Cheating, Incidence, Integrity, Computer Software
Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul – Journal of Educational Technology Systems, 2018
This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners' prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers' choices have on enhancing the…
Descriptors: Educational Games, Blended Learning, Computer Simulation, Learner Engagement
Rienties, Bart; Lewis, Tim; McFarlane, Ruth; Nguyen, Quan; Toetenel, Lisette – Computer Assisted Language Learning, 2018
Language education has a rich history of research and scholarship focusing on the effectiveness of learning activities and the impact these have on student behaviour and outcomes. One of the basic assumptions in foreign language pedagogy and CALL in particular is that learners want to be able to communicate effectively with native speakers of…
Descriptors: Data Analysis, Second Language Learning, Second Language Instruction, Teaching Methods
Cate, Chris A.; Albright, Glenn – Online Learning, 2015
Veterans and military service members enter the classroom with valuable life and leadership experience; however, transitioning to student life represents unique challenges. Like the larger veteran population, student veterans may bring to campus the negative aftereffects of their combat experiences in the form of post-traumatic stress, substance…
Descriptors: Veterans, College Students, Games, Role Playing