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Gropper, George L. – Educational Technology, 2014
Student achievement does not depend solely on teacher competence. Students' own behavior, their motivation to achieve, and their attitudes toward others around them all contribute. These variables create conditions--an environment--that either favors or disfavors achievement. They can dictate the amount of time a teacher has to devote to…
Descriptors: Classroom Techniques, Classroom Environment, Models, Guidelines
Koohang, Alex; Riley, Liz; Smith, Terry; Floyd, Kevin – Journal of Information Technology Education, 2010
This paper attempts to present a model for designing an IT undergraduate program that is based on the recommendations of the Association for Computer Machinery/Institute of Electrical and Electronics Engineers--Information Technology (ACM/IEEE--IT) Curriculum Model. The main intent is to use the ACM/IEEE--IT Curriculum Model's recommendations as a…
Descriptors: Advanced Courses, Information Technology, Curriculum Development, Models
Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines
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

Potgieter, Calvyn – Journal of Educational Television, 1994
Discusses the necessity for an integrated model for the design of media use in an educational context to ensure value in the design, application, and delivery of learning programs. The model is based on a media design strategy developed at the University of South Africa.(LRW)
Descriptors: Design Requirements, Educational Media, Guidelines, Higher Education
Smith, Rachel S. – New Media Consortium, 2004
This guide provides practical suggestions and tips for authors of learning objects (defined as any grouping of materials that is structured in a meaningful way and is tied to an educational objective), offering advice for design, usability, and reusability; for keeping learning objects learner-centered and learner-driven; for aligning with current…
Descriptors: Design Requirements, Educational Objectives, Guidelines, Metadata
Designing a Visual Factors-Based Screen Display Interface: The New Role of the Graphic Technologist.
Faiola, Tony; DeBloois, Michael L. – Educational Technology, 1988
Discusses the role of the graphic technologist in preparing computer screen displays for interactive videodisc systems, and suggests screen design guidelines. Topics discussed include the grid system; typography; visual factors research; color; course mobility through branching and software menus; and a model of course integration. (22 references)…
Descriptors: Branching, Color, Courseware, Design Requirements

Bosch, Victoria Manglano; Hancock-Beaulieu, Micheline – Online & CD-ROM Review, 1995
Assesses the appropriateness of GUIs (graphical user interfaces), more specifically Windows-based interfaces for CD-ROM. An evaluation model is described that was developed to carry out an expert evaluation of the interfaces of seven CD-ROM products. Results are discussed in light of HCI (human-computer interaction) usability criteria and design…
Descriptors: Computer Interfaces, Criteria, Design Requirements, Evaluation Methods

Park, Innwoo; Hannafin, Michael J. – Educational Technology, Research and Development, 1993
Presents a framework for organizing research and theory in the areas of psychology, pedagogy, and technology as they relate to interactive multimedia; and derives principles and implications for the design of interactive multimedia. Highlights include prior knowledge, the organization and utilization of knowledge, feedback, concept maps, and…
Descriptors: Design Requirements, Feedback, Guidelines, Hypermedia

McCann, Patrick H. – Computers and Education, 1983
Discusses the design and development of the user-computer interface in terms of the personal computer user's psychological needs and physical, perceptual, and conceptual contact with the system. Principles for the development of a user-system dialog that meets the requirements of transparency and visibility are suggested. Twenty-six references are…
Descriptors: Behavior Patterns, Computer Science, Design Preferences, Design Requirements
Campbell, J. Olin; And Others – 1983
This "how to" workshop guide provides an overview of the entire videodisc authoring and production process through six individual modules. Focusing on project planning, the first module provides guidelines, procedures, and job aids to help each instructional development team member effectively use the videodisc medium. The second module…
Descriptors: Computer Assisted Instruction, Computer Software, Delivery Systems, Design Requirements
Deubel, Patricia – Journal of Educational Multimedia and Hypermedia, 2003
Typically, guidelines for design of interactive multimedia systems have been based on intuitive beliefs of designers rather than being founded on relevant research and theory. As advances in technology create new opportunities for education, it is important to use a range of theoretical perspectives to optimize use of new technology in teaching…
Descriptors: Constructivism (Learning), Design Requirements, Instructional Design, Guidelines

Barker, Philip – Educational and Training Technology International, 1990
Describes multimedia, computer-based interactive learning systems that support various forms of individualized study. Highlights include design models; user interfaces; design guidelines; media utilization paradigms, including hypermedia and learner-controlled models; metaphors and myths; authoring tools; optical media; workstations; four case…
Descriptors: Authoring Aids (Programing), Case Studies, Computer Assisted Instruction, Computer System Design