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Paskevicius, Michael; Hodgkinson-Williams, Cheryl – Journal of Learning for Development, 2018
This case study explores students' perceptions of the creation and reuse of digital teaching and learning resources in their work as tutors as part of a volunteer community development organisation at a large South African University. Through a series of semi-structured interviews, student-tutors reflect on their use and reuse of digital…
Descriptors: Educational Resources, Community Development, Community Organizations, Student Attitudes
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Veletsianos, George; Collier, Amy; Schneider, Emily – British Journal of Educational Technology, 2015
Researchers describe with increasing confidence "what" they observe participants doing in massive open online courses (MOOCs). However, our understanding of learner activities in open courses is limited by researchers' extensive dependence on log file analyses and clickstream data to make inferences about learner behaviors. Further, the…
Descriptors: Learning Experience, Social Networks, Notetaking, Context Effect
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Kassner, Laura D.; Cassada, Kate M. – Journal of Digital Learning in Teacher Education, 2017
In a graduate education course geared toward developing reflective teaching practice in in-service teachers, backchannels, in the form of chat rooms, were employed in small groups to facilitate peer feedback during viewings of video recorded instruction. This study examined the nature and quality of peer feedback exchanged in the digital medium…
Descriptors: Inservice Teacher Education, Reflective Teaching, Feedback (Response), Computer Mediated Communication
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Barko, Timothy; Sadler, Troy D. – Journal of Science Education and Technology, 2013
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…
Descriptors: Biotechnology, Genetics, Learning Experience, Computer Simulation
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Dunlap, Joanna C.; Lowenthal, Patrick R. – International Journal of Teaching and Learning in Higher Education, 2013
"Theory? What does this have to do with anything we're doing?" Sound familiar? Students may not always verbalize this, but they often think it, especially in courses where the emphasis is on the development of technical skills and the application of those skills to the building of products. Presenting theory in a way that is relevant and…
Descriptors: Learning Experience, Story Telling, College Students, Instructional Design
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Barak, Miri; Ziv, Shani – Computers & Education, 2013
Wandering is an innovative web-based platform that was designed to facilitate outdoor, authentic, and interactive learning via the creation of location-based interactive learning objects (LILOs). Wandering was integrated as part of a novel environmental education program among middle school students. This paper describes the Wandering platform's…
Descriptors: Environmental Education, Internet, Middle School Students, Evaluation
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Ulla, Mark B.; Winitkun, Duangkamon – International Journal of Instruction, 2017
Learners' success in language learning always has implications for curriculum and instruction. Thus, it is important to take into account the kinds of learning experiences that these learners will find helpful in learning English as a foreign language; and, highlight them when planning a curriculum and adapting classroom activities. This study,…
Descriptors: Language Skills, Focus Groups, Semi Structured Interviews, Employment Opportunities
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Cheng, Gary – Australasian Journal of Educational Technology, 2017
This study aimed to develop an automatic classification system, namely ACTIVE, for generating immediate and individualised feedback on students' reflective entries about their second language (L2) learning experiences. It also aimed to explore students' attitudes towards using the system to support the development of their reflective skills in L2…
Descriptors: Classification, Second Language Learning, Feedback (Response), Learning Experience
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Henrie, Curtis R.; Bodily, Robert; Manwaring, Kristine C.; Graham, Charles R. – International Review of Research in Open and Distributed Learning, 2015
In this exploratory study we used an intensive longitudinal approach to measure student engagement in a blended educational technology course, collecting both self-report and observational data. The self-report measure included a simple survey of Likert-scale and open-ended questions given repeatedly during the semester. Observational data were…
Descriptors: Blended Learning, Longitudinal Studies, Management Systems, Learner Engagement
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Keengwe, Jared; Onchwari, Grace; Agamba, Joachim – Education and Information Technologies, 2014
Although rapid advances in technology has allowed for the growth of collaborative e-learning experiences unconstrained by time and space, technology has not been heavily infused in the activities of teaching and learning. This article examines the theory of constructivism as well as the design of e-learning activities using constructivist…
Descriptors: Constructivism (Learning), Electronic Learning, Educational Practices, Educational Principles
Peled, Shir; Schocken, Shimon – International Association for Development of the Information Society, 2014
The ability to develop engaging simulations and constructive learning experiences using mobile devices is unprecedented, presenting a disruption in educational practices of historical proportions. In this paper we describe some of the unique virtues that mobile learning hold for early age mathematics education. In particular, we describe how…
Descriptors: Electronic Learning, Mathematics Education, Learning Experience, Educational Practices
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Almeida, Fernando; Bolaert, Hiram; Dowdall, Shane; Lourenço, Justino; Milczarski, Piotr – Education and Information Technologies, 2015
Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Learning Processes
Henry, Paul David – International Association for Development of the Information Society, 2014
As part of an evolutionary approach to extending and enhancing the online learning experience for adult students in the LMS-based online college courses that I teach, I have been introducing learning activities that use social media and mobile devices. However, realizing that student adoption of mobile devices with data plans such as smartphones…
Descriptors: Electronic Learning, Handheld Devices, Mass Media Use, Online Courses
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Howard, Jocelyn M.; Scott, Adèle – Australian Journal of Teacher Education, 2017
Ongoing developments in e-learning, improved internet accessibility and increased digital citizenry provide exciting opportunities to integrate effective classroom pedagogies with online educational technologies, creating mixed-mode courses to enhance student engagement and facilitate greater autonomous learning. This research examines pre-service…
Descriptors: Teacher Education Programs, Electronic Learning, Teaching Methods, Educational Technology
Freeman, A.; Adams Becker, S.; Cummins, M.; Davis, A.; Hall Giesinger, C. – New Media Consortium, 2017
What is on the five-year horizon for schools? Which trends and technology developments will drive educational change? What are the critical challenges and how educators strategize solutions? These questions regarding technology adoption and educational change steered the discussions of 61 experts to produce this report. The "NMC/CoSN Horizon…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, Educational Change
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