Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 22 |
Since 2006 (last 20 years) | 163 |
Descriptor
Source
Author
Boyle, Tom | 3 |
Moen, Anne | 3 |
Paavola, Sami | 3 |
Toikka, Seppo | 3 |
Batatia, Hadj | 2 |
Baurens, Benoit | 2 |
Choi, Young Mi | 2 |
Dutta, Pratima | 2 |
Garcia Laborda, Jesus | 2 |
Gropper, George L. | 2 |
Hung, David | 2 |
More ▼ |
Publication Type
Education Level
Location
European Union | 8 |
United Kingdom | 7 |
Australia | 5 |
Spain | 5 |
Turkey | 4 |
Finland | 3 |
Greece | 3 |
Lithuania | 3 |
Norway | 3 |
Brazil | 2 |
Canada | 2 |
More ▼ |
Laws, Policies, & Programs
Americans with Disabilities… | 1 |
Rehabilitation Act 1973 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Birchfield, David; Megowan-Romanowicz, Colleen – International Journal of Computer-Supported Collaborative Learning, 2009
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer…
Descriptors: Elementary Secondary Education, Achievement Gains, Student Participation, Earth Science
Zhang, Ke; Bonk, Curtis J. – Canadian Journal of Learning and Technology, 2008
This paper critically reviews various learning preferences and human intelligence theories and models with a particular focus on the implications for online learning. It highlights a few key models, Gardner's multiple intelligences, Fleming and Mills' VARK model, Honey and Mumford's Learning Styles, and Kolb's Experiential Learning Model, and…
Descriptors: Online Courses, Student Diversity, Preferences, Cognitive Style
Greitzer, Frank L.; Kuchar, Olga Anna; Huston, Kristy – Journal on Educational Resources in Computing, 2007
Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In…
Descriptors: Training Objectives, Educational Technology, Educational Principles, Design Requirements
Lakkala, Minna; Paavola, Sami; Toikka, Seppo; Bauters, Merja; Markannen, Hannu; de Groot, Reuma; Ben Ami, Zvi; Baurens, Benoit; Jadin, Tanja; Richter, Christoph; Zoserl, Eva; Batatia, Hadj; Paralic, Jan; Babic, Frantisek; Damsa, Crina; Sins, Patrick; Moen, Anne; Norenes, Svein Olav; Bugnon, Alexandra; Karlgren, Klas; Kotzinons, Dimitris – Online Submission, 2008
One of the central goals of the KP-Lab project is to co-design pedagogical methods and technologies for knowledge creation and practice transformation in an integrative and reciprocal manner. In order to facilitate this process user tasks, driving objectives and high-level requirements have been introduced as conceptual tools to mediate between…
Descriptors: Foreign Countries, Programming, Computer System Design, Educational Technology
Gordon, George N.; Falk, Irving A. – Educational Technology, 1972
A look at the potential uses of videocassette technology in education and at some specific design features which educators should demand in such equipment. (AK)
Descriptors: Design Requirements, Educational Technology, Equipment Evaluation, Teacher Developed Materials
Murphy, Cathy – Syllabus, 2002
Describes issues involved when converting traditional classrooms into smart classrooms that include appropriate educational technology. Highlights include faculty training in advance; flexibility; design considerations; technical support; and an example based on experiences at Virginia Commonwealth University. (LRW)
Descriptors: Classroom Design, Design Requirements, Educational Facilities Improvement, Educational Technology
Limanauskiene, Virginija; Stuikys, Vytautas – Electronic Journal of e-Learning, 2009
With the expansion of e-learning, the understanding and evaluation of already created e-learning environments is becoming an extremely important issue. One way to dealing with the problem is analysis of case studies, i.e. already created environments, from the reuse perspective. The paper presents a general framework and model to assess UNITE, the…
Descriptors: Electronic Learning, Communication Problems, Computer Assisted Instruction, Editing
Cheng, Gary – Journal of Educational Technology Systems, 2009
Electronic portfolio (ePortfolio) is no longer a new term in the area of educational research. It has been widely adopted by various tertiary institutions as a learning and assessment tool in different countries. A major feature of an ePortfolio is that it supports lifelong learning by archiving and showcasing selected artifacts from individual…
Descriptors: Foreign Countries, English (Second Language), Curriculum Implementation, Program Implementation
Voloudakis, John – EDUCAUSE Review, 2006
In the past three years, higher education institutions have made a number of moves to secure their critical systems and protect their users, resulting in a marked change in the techniques used to combat security threats. Today, continued progress may depend on the development of an enterprise IT security program. (Contains 10 notes.)
Descriptors: Educational Technology, Information Technology, Higher Education, Computer Security
Meserve, Susie – Technology & Learning, 2006
While most K-12 technology leaders appreciate that technology refresh--the periodic replacement of an organization's technology--is more complex than shopping for appliances, they do not necessarily have the tools to create a sustainable and comprehensive plan to upgrade their assets. Having a solid tech refresh plan helps ensure that teachers and…
Descriptors: Elementary Secondary Education, Design Requirements, Fundamental Concepts, Systems Development
Kennedy, Mike – American School & University, 2007
With classroom Internet access nearly universal in public schools and computers ubiquitous on every school and university campus, classroom furnishings have evolved to accommodate the machines so students can take full advantage of the technology. The desks, tables and other furniture that a school chooses for its computers will depend on the…
Descriptors: Computers, Internet, Computer Uses in Education, Computer Centers
Online Submission, 2008
The objectives of training activities as stated in the DoW are: 1. to organize training within the project for the participants to learn to use the necessary tools; 2. to support training activities of the partners when they deliver and take in use the tools and practices during extended pilots. The approach with regards to the first point is that…
Descriptors: Foreign Countries, Training Methods, Educational Objectives, Educational Planning
Kynigos, C. – Interactive Learning Environments, 2004
The paper discusses three aspects central to the 10 year-old process of design, development and use of E-slate, a construction kit for educational software. These are: (1) the design of computational media for user empowerment, (2) the socially-grounded approach to the building of user communities and (3) the issue of long-term sustainability as…
Descriptors: Educational Technology, Computer Uses in Education, Computer Software, Empowerment
Snyder, Rita E. – 1977
The use of computer simulations as teaching devices in two psychology courses (statistics and research design and physiological psychology) is discussed. In the statistics and design course the primary purpose of simulation activities was to provide a problem and data set which could be used to practice skills acquired through a traditional…
Descriptors: Computer Assisted Instruction, Design Requirements, Educational Technology, Higher Education
Sugar, William A. – Educational Technology, 1999
Details myths that illustrate novice instructional designers' perspectives on usability sessions and their users. Then offers suggestions for integrating creativity and developing enhanced perspective-taking. Two tables list the myths and guidelines, and potential effects of usability-session guidelines on novice designers' myths are charted. (AEF)
Descriptors: Computer System Design, Design Requirements, Designers, Educational Technology