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Wishart, Jocelyn; Triggs, Pat – Computers & Education, 2010
In this paper we report on the successes and challenges of a creative project involving museums, schools and interactive technologies. The MuseumScouts project is EU Comenius 2.1 funded and involves teachers, teacher educators, museum staff, students and researchers from five European countries: Germany (Berlin and Munich), Lithuania (Vilnius),…
Descriptors: Adult Students, Museums, Foreign Countries, Educational Technology
Bebell, Damian; O'Dwyer, Laura M. – Journal of Technology, Learning, and Assessment, 2010
Despite the growing interest in 1:1 computing initiatives, relatively little empirical research has focused on the outcomes of these investments. The current special edition of the Journal of Technology and Assessment presents four empirical studies of K-12 1:1 computing programs and one review of key themes in the conversation about 1:1 computing…
Descriptors: Outcomes of Education, Academic Achievement, Student Motivation, Learner Engagement
Kay, Robin H.; Knaack, Liesel – Educational Technology Research and Development, 2009
Learning objects are interactive web-based tools that support the learning of specific concepts by enhancing, amplifying, and/or guiding the cognitive processes of learners. Research on the impact, effectiveness, and usefulness of learning objects is limited, partially because comprehensive, theoretically based, reliable, and valid evaluation…
Descriptors: Instructional Design, Construct Validity, Predictive Validity, Measures (Individuals)
Russell, William B., III, Ed. – IAP - Information Age Publishing, Inc., 2012
The field of social studies is unique and complex. It is challenged by the differing perspectives related to the definition, goals, content, and purpose of social studies. Contemporary Social Studies: An Essential Reader discusses the contemporary issues surrounding social studies education today. Contemporary Social Studies: An Essential Reader…
Descriptors: Geography Instruction, Global Education, Citizenship, Popular Culture
Vaden-Kiernan, Michael; Caverly, Sarah; Bell, Nance; Sullivan, Kate; Fong, Carlton; Atwood, Erin; Borman, Geoffrey; Park, So Jung; Jones, Debra Hughes – SEDL, 2012
The Louisiana Striving Readers evaluation assessed the implementation and effectiveness of the Voyager "Passport Reading Journeys" (PRJ), a widely used supplemental literacy intervention for struggling adolescent readers that reflects the research-based practices recommended by the National Reading Panel (2000) and other more recent…
Descriptors: Program Effectiveness, Program Implementation, Fidelity, Grade 6
Wouters, Pieter; Paas, Fred; van Merrienboer, Jeroen J. G. – Review of Educational Research, 2008
Animated models explicate the procedure to solve a problem, as well as the rationale behind this procedure. For abstract cognitive processes, animations might be beneficial, especially when a supportive pedagogical agent provides explanations. This article argues that animated models can be an effective instructional method, provided that they are…
Descriptors: Animation, Design Requirements, Guidelines, Cognitive Processes
Nevalainen, Seppo; Sajaniemi, Jorma – Journal of Educational Computing Research, 2008
When visualization tools utilized in computer programming education have been evaluated empirically, the results have remained controversial. To address this problem, we have developed a model of short-term effects of program animation, and used it in a series of experiments. In the current experiment, we varied visual representation of an…
Descriptors: Computer Assisted Instruction, Computer Graphics, Animation, Programming
Esponda-Arguero, Margarita – Journal of Educational Computing Research, 2008
This article is a review of the pedagogical experience obtained with systems for algorithmic animation. Algorithms consist of a sequence of operations whose effect on data structures can be visualized using a computer. Students learn algorithms by stepping the animation through the different individual operations, possibly reversing their effect.…
Descriptors: Animation, Teaching Methods, Electronic Learning, Educational Technology
Hirschbuhl, John J. – Journal of Computing in Higher Education, 2007
This article describes what interactive, group driven distance learning can be and what it can produce. It provides a solution to one of the primary concerns facing distance learning today, which is to find ways to increase the amount of student involvement and thus maintain student interest in what they are learning. The learning needs of today's…
Descriptors: Feedback (Response), Delivery Systems, Distance Education, Student Needs
Alberta Education, 2009
The Emerge One-to-One Laptop Learning Project (Emerge) was established in 2006 by Alberta Education to investigate the efficacy of wireless computing for learning and teaching. In 2007, the Alberta provincial government awarded 3-year grants to 20 Alberta jurisdictions. Based on the projections in the awardees' applications, the project…
Descriptors: Educational Benefits, Foreign Countries, State Government, Teaching Methods
Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten – Journal of Computer Assisted Learning, 2009
Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…
Descriptors: Quasiexperimental Design, Student Motivation, Active Learning, History Instruction
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Student Journals, Diaries, Self Management
Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
Hartnell-Young, Elizabeth – Technology, Pedagogy and Education, 2009
This paper analyses the experience of a teacher and her Year 6 class (10-11 year-olds) over a school year, while participating in a pilot project introducing Personal Digital Assistants as a learning tool. The intervention was initiated and supported by the local City Learning Centre, which was concerned with how best to use technologies for…
Descriptors: National Curriculum, Pilot Projects, Teaching Methods, Teacher Role
Laura, Ron; Chapman, Amy – Education Research and Perspectives, 2007
If there is a salient defining condition of the modern age, it must surely be our tenacious belief in technology. Here it is argued that our insatiable infatuation with the computer or what is termed "compuphilia", represents a serious and growing threat to the mental health of school children. Computers may make communication easier,…
Descriptors: Mental Health, Teacher Student Relationship, Well Being, Technology Uses in Education