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Meiselwitz, Gabriele; Chakraborty, Suranjan – Information Systems Education Journal, 2011
This paper discusses the connection between age and strategies for learning new technology related tasks. Many users have to learn about new devices and applications on a frequent basis and use a variety of strategies to accomplish this learning process. Approaches to learning new technology related tasks vary and can contribute to a user's…
Descriptors: Age Differences, Age Groups, Learning Strategies, Technology Integration
Barres, David Griol; Carrion, Zoraida Callejas; Lopez-Cozar Delgado, Ramon – IGI Global, 2013
By providing students with the opportunities to receive a high quality education regardless of their social or cultural background, inclusive education is a new area that goes beyond traditional integration approaches. These approaches hope to provide the educative system with the ability to adapt to the diversity of its students. Technologies for…
Descriptors: Inclusion, Educational Technology, Virtual Classrooms, Educational Quality
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Mickens, R. E.; Rucker, S. – International Journal of Mathematical Education in Science and Technology, 2008
A method is presented to calculate accurate approximations to the half-life values of elimination systems modelled by one compartment. The major advantage of this method is that only algebraic mathematical operations are required. The results will be of value not only to students beginning the study of elimination kinetics, but also to…
Descriptors: Computation, Models, Engineering, Kinetics
Foster, Andrea L. – Chronicle of Higher Education, 2008
Forget the pills, hypnosis, and meditation. Losing weight or boosting self-confidence can be achieved by adopting an avatar and living in virtual reality, says Jeremy N. Bailenson, an assistant professor of communications at Stanford University. As the director of Stanford's Virtual Human Interaction Lab, Mr. Bailenson has explored ways that…
Descriptors: Computer Simulation, Interpersonal Relationship, Interaction, Cartoons
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Lazzari, Marco – Computers & Education, 2009
This paper describes an academic experience of podcasting, which involved a group of students of a course on multimedia communication and human-computer interaction. These students acted both as users of the university's podcasting service, and as creators of podcasted lessons. A comprehensive analysis based on the evaluation of the effects on…
Descriptors: Student Attitudes, College Students, Computer Mediated Communication, Man Machine Systems
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Zhang, Lingxian; Zhang, Xiaoshuan; Duan, Yanqing; Fu, Zetian; Wang, Yanwei – Turkish Online Journal of Educational Technology - TOJET, 2010
This paper presents a method of assessment on how Human-Computer Interaction (HCI) and animation influence the psychological process of learning by comparing a traditional web design course and an e-learning web design course, based on the Change of Internal Mental Model of Learners. We constructed the e-learning course based on Gagne's learning…
Descriptors: Foreign Countries, Electronic Learning, Learning Theories, Animation
Johnson, L.; Adams, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2012
The "Technology Outlook for STEM+ Education 2012-2017" reflects a collaborative effort between the New Media Consortium (NMC), the Centro Superior para la Enseñanza Virtual (CSEV), Departamento de Ingeniería Eléctrica, Electrónica y de Control at the Universidad Nacional de Educación a Distancia (UNED), and the Institute of Electrical…
Descriptors: STEM Education, Educational Technology, Technology Uses in Education, Information Technology
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Marsh, Jackie – Reading Research Quarterly, 2011
This study examined the literacy practices of children ages 5-11 as they engaged in out-of-school use of virtual worlds. The purpose of the study was to explore the nature, purpose, and role of literacy in children's use of a virtual world. In this article, I reflect on how children's use of literacy practices in the virtual world constructed and…
Descriptors: Foreign Countries, Children, Recreational Activities, Computer Simulation
Hussain, Fehmida – International Association for Development of the Information Society, 2012
Web 3.0, termed as the semantic web or the web of data is the transformed version of Web 2.0 with technologies and functionalities such as intelligent collaborative filtering, cloud computing, big data, linked data, openness, interoperability and smart mobility. If Web 2.0 is about social networking and mass collaboration between the creator and…
Descriptors: Foreign Countries, Electronic Learning, Learning Theories, Data
Schaffhauser, Dian – Campus Technology, 2010
Even in the age of Google, digital repositories can add tremendous value to an institution. Yet creating and maintaining these collections is no small task. Digital repository advocates will concede that the challenges in building and maintaining these collections can daunt even the most intrepid supporters. Three repository directors share their…
Descriptors: Higher Education, Electronic Libraries, Information Storage, Knowledge Management
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Lloyd, Margaret – Journal of Learning Design, 2010
There is a "reality" to being online which we know to be false. We are simultaneously "there" but "not there" as we talk, work and play with others in online spaces. We move between physical and virtual spaces in ways that realise the predictions made for computers in the mid-20th Century and enact scenarios from science fiction. We are left…
Descriptors: Science Fiction, Social Change, Social Environment, Electronic Learning
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Adams, Catherine A.; Pente, Patti – E-Learning and Digital Media, 2011
Schooled in an earlier time, educators are laboring to find meaningful purchase in new media environments, unable to match the fluency and sophistication of their "digital native" students. Yet is Marc Prensky's portrayal of teachers as "digital immigrants" really an accurate rendering of the today's situation? Drawing on phenomenological and…
Descriptors: Information Technology, Handheld Devices, Familiarity, Generational Differences
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Cardenas-Claros, Monica S.; Gruba, Paul A. – CALICO Journal, 2010
Participatory design (PD), or the collaboration between software engineers and end users throughout the design process, may help improve CALL design practices. In this case study, four ESL learners, a software designer, and a language teacher created and evaluated a series of paper prototypes concerning help options in computer-based second…
Descriptors: Computer Software, Participative Decision Making, Second Language Learning, English (Second Language)
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Bhattacharya, Samit; Basu, Anupam – Assistive Technology, 2009
India is home to a large number of individuals with significant speech and motion impairments. Many of these individuals are children and neo-literates who have little proficiency in their language of communication. In order to cater to such individuals in India, we have developed Sanyog, an icon-based communication aid. Sanyog accepts a sequence…
Descriptors: Augmentative and Alternative Communication, Assistive Technology, Visual Aids, Speech Impairments
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Chen, Yu-Hui; Germain, Carol Anne; Rorissa, Abebe – portal: Libraries and the Academy, 2011
Library/information science professionals need a clearly articulated definition of usability/Web usability to implement intuitive websites. In this study, the authors analyzed usability definitions provided by the ARL library professionals and those found in the library/information science and computer science-information systems literature.…
Descriptors: Information Scientists, Information Needs, User Needs (Information), Definitions
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