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Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Learning Laboratories, Electronic Learning, Experiential Learning, Student Needs
Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
van der Ven, Sanne H. G.; Klaiber, Jonathan D.; van der Maas, Han L. J. – Educational Psychology, 2017
Writing down spoken number words (transcoding) is an ability that is predictive of math performance and related to working memory ability. We analysed these relationships in a large sample of over 25,000 children, from kindergarten to the end of primary school, who solved transcoding items with a computer adaptive system. Furthermore, we…
Descriptors: Short Term Memory, Foreign Countries, Mathematics, Mathematics Instruction
Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor – Digital Education Review, 2015
Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…
Descriptors: Foreign Countries, Preschool Education, Hypermedia, Web Based Instruction
Hsieh, Tsia-ying; Wu, Ko-chiu – Universal Journal of Educational Research, 2015
Children conducting searches using the interfaces of library websites often encounter obstacles due to typographical errors, digital divides, or a failure to grasp keywords. Satisfaction with a given interface may also vary according to the gender of the user, making it a variable in information seeking behavior. Children benefit more from…
Descriptors: Gender Differences, Information Seeking, Electronic Libraries, Search Strategies
Tonbuloglu, Betül; Özdener, Nesrin – Online Submission, 2013
The purpose of this study is to investigate effects of use of voice in interface agents included in educational software on students' agent preferences and learning levels. In this context, it was investigated to see whether there are any relations between student gender and the preferred agent gender; students' preference among agents with voices…
Descriptors: Educational Technology, Computer Software, Gender Differences, Preferences
Sack, Jacqueline J. – Journal of Mathematical Behavior, 2013
This article explicates the development of top-view numeric coding of 3-D cube structures within a design research project focused on 3-D visualization skills for elementary grades children. It describes children's conceptual development of 3-D cube structures using concrete models, conventional 2-D pictures and abstract top-view numeric…
Descriptors: Educational Technology, Computer Uses in Education, Research Projects, Computer Interfaces
Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
Kumara, W. G. C. W.; Wattanachote, Kanoksak; Battulga, Batbaatar; Shih, Timothy K.; Hwang, Wu-Yuin – International Journal of Distance Education Technologies, 2015
With the advancements of the human computer interaction field, nowadays it is possible for the users to use their body motions, such as swiping, pushing and moving, to interact with the content of computers or smart phones without traditional input devices like mouse and keyboard. With the introduction of gesture-based interface Kinect from…
Descriptors: Technology Uses in Education, Evaluation Methods, Questionnaires, Man Machine Systems
Chen, Gwo-Dong; Nurkhamid; Wang, Chin-Yeh; Yang, Shu-Han; Chao, Po-Yao – Educational Technology & Society, 2014
In a classroom, obtaining active, whole-focused, and engaging learning results from a design is often difficult. In this study, we propose a self-observation model that employs an instinctive interface for classroom active learning. Students can communicate with virtual avatars in the vertical screen and can react naturally according to the…
Descriptors: Models, Active Learning, Computer Uses in Education, Computer Interfaces
Jackson, Alexander T.; Brummel, Bradley J.; Pollet, Cody L.; Greer, David D. – Educational Technology Research and Development, 2013
This research examined the effect that a relatively new Computer Supported Collaborative Learning (CSCL) device, specifically an interactive tabletop, has on elementary students' attitudes toward collaborative technologies, mathematical achievement, and the gender gap in mathematics. Prior research has shown many positive effects of CSCL…
Descriptors: Computer Interfaces, Educational Technology, Instructional Effectiveness, Student Attitudes
Ardito, Carmelo; Lanzilotti, Rosa; Costabile, Maria F.; Desolda, Giuseppe – Educational Technology & Society, 2013
Current information and communication technology (ICT) has the potential to bring further changes to education. New learning techniques must be identified to take advantage of recent technological tools, such as smartphones, multimodal interfaces, multi-touch displays, etc. Game-based techniques that capitalize on ICT have proven to be very…
Descriptors: Foreign Countries, Elementary School Students, Educational Technology, Technology Integration
Yilmaz, Ramazan; Kilic-Cakmak, Ebru – Computers & Education, 2012
This study examined the impacts of educational interface agents with different attributes on achievement, attitude and retention of elementary school students in their science and technology courses. The study was implemented in four different eighth- grade classes (aged 13-14) of an elementary school. Four different types of educational software,…
Descriptors: Experimental Groups, Control Groups, Elementary School Students, Quasiexperimental Design
Alcoholado, C.; Nussbaum, M.; Tagle, A.; Gomez, F.; Denardin, F.; Susaeta, H.; Villalta, M.; Toyama, K. – Journal of Computer Assisted Learning, 2012
Single Display Groupware (SDG) allows multiple people in the same physical space to interact simultaneously over a single communal display through individual input devices that work on the same machine. The aim of this paper is to show how SDG can be used to improve the way resources are used in schools, allowing students to work simultaneously on…
Descriptors: Foreign Countries, Educational Technology, Computer Peripherals, Computer Software
Parton, Becky Sue; Hancock, Robert; Mihir, Mihir – Journal of Interactive Learning Research, 2010
This paper examined multiple types of physical world hyperlinking hardware configurations for the purpose of determining an optimal reader/tag combination for K-6 student use. Both traditional barcode tags and two types of RFID (Radio Frequency Identification) tags were placed on tangible items. Students ranging from kindergarten to sixth grade…
Descriptors: Computers, Instructional Materials, Educational Technology, Electronic Equipment

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