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Kelley, Patrick Gage – ProQuest LLC, 2013
Users are increasingly expected to manage complex privacy settings in their normal online interactions. From shopping to social networks, users make decisions about sharing their personal information with corporations and contacts, frequently with little assistance. Current solutions require consumers to read long documents or go out of their way…
Descriptors: Privacy, Users (Information), Decision Making, Internet
Banks, Jaime – ProQuest LLC, 2013
Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player's ability to create and control a digital body--an…
Descriptors: Computer Games, Self Concept, Postmodernism, Identification (Psychology)
Li, Zhepeng – ProQuest LLC, 2013
Link recommendation, which suggests links to connect currently unlinked users, is a key functionality offered by major online social networking platforms. Salient examples of link recommendation include "people you may know"' on Facebook and "who to follow" on Twitter. A social networking platform has two types of stakeholder:…
Descriptors: Social Networks, Hypermedia, Use Studies, Users (Information)
da Silva, André Constantino; Marques, Daniela; de Oliveira, Rodolfo Francisco; Noda, Edgar – International Association for Development of the Information Society, 2014
The use of computers in the teaching and learning process is investigated by many researches and, nowadays, due the available diversity of computing devices, tablets are become popular in classroom too. So what are the advantages and disadvantages to use tablets in classroom? How can we shape the teaching and learning activities to get the best of…
Descriptors: Computer Uses in Education, Teaching Methods, Handheld Devices, Interaction
Stein, Murphy Martin – ProQuest LLC, 2014
Developing technology to help people teach and learn is an important topic in Human Computer Interaction (HCI). In this thesis we present three studies on this topic. In the first study, we demonstrate new games for learning mathematics and discuss the evidence for key design decisions from user studies. In the second study, we develop a real-time…
Descriptors: Educational Technology, Man Machine Systems, Educational Games, Mathematics Instruction
Torres Peralta, Raquel – ProQuest LLC, 2012
Multi-touch tablets allow users to interact with computers through intuitive, natural gestures and direct manipulation of digital objects. One advantage of these devices is that they can offer a large, collaborative space where several users can work on a task at the same time. However the lack of privacy in these situations makes standard…
Descriptors: Handheld Devices, Manipulative Materials, Computer Security, Privacy
Li, Ian Anthony Rosas – ProQuest LLC, 2011
Personal informatics systems help people collect and reflect on behavioral information to better understand their own behavior. Because most systems only show one type of behavioral information, finding factors that affect one's behavior is difficult. Supporting exploration of multiple types of contextual and behavioral information in a…
Descriptors: Psychometrics, Physical Activities, Man Machine Systems, Visualization
Fitzgerald, Jill; Elmore, Jeff; Koons, Heather; Hiebert, Elfrieda H.; Bowen, Kimberly; Sanford-Moore, Eleanor E.; Stenner, A. Jackson – Journal of Educational Psychology, 2015
The Common Core set a standard for all children to read increasingly complex texts throughout schooling. The purpose of the present study was to explore text characteristics specifically in relation to early-grades text complexity. Three hundred fifty primary-grades texts were selected and digitized. Twenty-two text characteristics were identified…
Descriptors: Reading Materials, Difficulty Level, Instructional Material Evaluation, Primary Education
Campbell, Merle Wayne – ProQuest LLC, 2013
Intelligent decision systems have the potential to support and greatly amplify human decision-making across a number of industries and domains. However, despite the rapid improvement in the underlying capabilities of these "intelligent" systems, increasing their acceptance as decision aids in industry has remained a formidable challenge.…
Descriptors: Management Information Systems, Artificial Intelligence, Decision Making, Financial Services
Jiao, Jian – ProQuest LLC, 2013
The Internet has revolutionized the way users share and acquire knowledge. As important and popular Web-based applications, online discussion forums provide interactive platforms for users to exchange information and report problems. With the rapid growth of social networks and an ever increasing number of Internet users, online forums have…
Descriptors: Electronic Learning, Internet, Computer Mediated Communication, Manufacturing Industry
Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric – International Journal of Game-Based Learning, 2014
Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…
Descriptors: Educational Games, Computer Uses in Education, Science Interests, STEM Education
Thorne, Steven L. – Language Learning & Technology, 2016
In this article I revisit the cultures-of-use conceptual framework--that technologies, as forms and processes comprising human culture, mediate and assume variable meanings, values, and conventionalized functions for different communities (Thorne, 2003). I trace the antecedent arc of investigation and serendipitous encounters that led to the 2003…
Descriptors: Morphology (Languages), Communication (Thought Transfer), Social Environment, Sociocultural Patterns
Daniela, Linda, Ed.; Lytras, Miltiadis, Ed. – IGI Global, 2018
Educational strategies have evolved over the years due to research breakthroughs and the application of technology. By using the latest learning innovations, curriculum and instructional design can be enhanced and strengthened. Also, as learners move away from traditional scholarly media and toward technology-based education, students gain an…
Descriptors: Constructivism (Learning), Teaching Methods, Learning Strategies, Educational Technology
Seedhouse, Paul; Knight, Dawn – Applied Linguistics, 2016
There is currently an explosion in the number and range of new devices coming onto the technology market that use digital sensor technology to track aspects of human behaviour. In this article, we present and exemplify a three-stage model for the application of digital sensor technology in applied linguistics that we have developed, namely,…
Descriptors: Foreign Countries, Applied Linguistics, Man Machine Systems, Measurement Equipment
Tegos, Stergios; Demetriadis, Stavros; Papadopoulos, Pantelis M.; Weinberger, Armin – International Journal of Computer-Supported Collaborative Learning, 2016
Conversational agents that draw on the framework of academically productive talk (APT) have been lately shown to be effective in helping learners sustain productive forms of peer dialogue in diverse learning settings. Yet, literature suggests that more research is required on how learners respond to and benefit from such flexible agents in order…
Descriptors: Interpersonal Communication, Computer Mediated Communication, Academic Discourse, Peer Relationship