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Sing, Chai Ching; Teo, Timothy; Huang, Fang; Chiu, Thomas K. F.; Xing wei, Wang – Educational Technology Research and Development, 2022
As Artificial Intelligence (AI) is rapidly integrated into existing technologies which has brought forth the fourth industrial and learning revolution, designing curriculum for AI education has become an important strategic development for education authorities throughout the world. Framed broadly from the Theory of Planned Behavior, this study…
Descriptors: Secondary School Students, Intention, Technology Uses in Education, Artificial Intelligence
Eleonora Barelli; Michael Lodi; Laura Branchetti; Olivia Levrini – Science & Education, 2025
In a historical moment in which Artificial Intelligence and machine learning have become within everyone's reach, science education needs to find new ways to foster "AI literacy." Since the AI revolution is not only a matter of having introduced extremely performant tools but has been determining a radical change in how we conceive and…
Descriptors: Artificial Intelligence, Science Education, Cognitive Development, Cultural Influences
Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
Langub, Lee Woodham; Lokey-Vega, Anissa – TechTrends: Linking Research and Practice to Improve Learning, 2017
Digital literacy is an important aspect to consider within teacher education as a way to address twenty-first century learner needs, particularly in early childhood contexts where developmental concerns should be paramount in making instructional design decisions. This article is a design case of a graduate level early childhood education…
Descriptors: Educational Technology, Computer Literacy, Early Childhood Education, Graduate Students
Beavis, Catherine; Muspratt, Sandy; Thompson, Roberta – Learning, Media and Technology, 2015
There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and…
Descriptors: Foreign Countries, Computer Games, Elementary School Students, Secondary School Students
Fulton, Eric; Lawrence, Cameron; Clouse, Shawn – Journal of Information Systems Education, 2013
The aim of this paper is to illuminate the exciting world in which "white hat crackers" operate and to suggest topics that can help prepare students to enter this high-demand field. While currently there is extraordinary demand for graduates to fill these positions that have relatively high starting salaries, employers find it difficult…
Descriptors: Information Security, Computer Security, Information Technology, Computer Literacy
Ghosh, Suvankar; Naik, Bijayananda; Li, Xiaolin – Journal of Information Systems Education, 2014
Much of IS pedagogy research has focused on IS programs in business schools or in computer science departments. Insufficient attention has been given to assessing IS pedagogy in business schools without an IS major and in a strong liberal arts environment where skepticism about IS education is high. We describe a newly-designed IS core course that…
Descriptors: Liberal Arts, Curriculum Development, Curriculum Design, Information Systems
Aesaert, Koen; Vanderlinde, Ruben; Tondeur, Jo; van Braak, Johan – Educational Technology Research and Development, 2013
The purpose of this study is to analyze the content features of educational technology curricula for primary education developed by national governments. A qualitative cross-case document analysis of the national educational technology curriculum of Norway, Flanders and England was conducted. The analysis focuses on the underlying visions,…
Descriptors: Foreign Countries, Content Analysis, Qualitative Research, Comparative Analysis
Willans, Julie; Seary, Karen – Australian Journal of Adult Learning, 2011
The mature-age learner's re-engagement with a formal learning environment may be somewhat akin to the novice Paintball player who, unless well positioned and attuned to the rules of the combative game, is bombarded and worn down by constant "hits". For the mature-age learner, such "hits" may come in the form of tensions…
Descriptors: Learning Theories, Maturity (Individuals), Transformative Learning, Adult Students
du Plessis, Andre; Webb, Paul – Australasian Journal of Educational Technology, 2012
This quantitative and qualitative interpretive exploratory case study investigates whether exposure to an Internet based "Extended Cyberhunt" strategy enables teachers to attain a set of outcomes similar to Prensky's "Essential 21st Century Skills" and the "Critical Outcomes of the South African National Curriculum…
Descriptors: Curriculum Design, Journal Writing, Goal Orientation, Likert Scales
Li, Baomin – Campus-Wide Information Systems, 2009
Purpose: E-learning has been applied in pre-service teacher training for many years. The purpose of this paper is to present the use of e-learning in a pre-service teacher training course and discuss the relevant issues involved. Design/methodology/approach: The article reviews literature related to instruction design, and e-learning concepts and…
Descriptors: Preservice Teacher Education, Curriculum Design, Foreign Countries, Teaching Methods
Grant, Donna M.; Malloy, Alisha D.; Murphy, Marianne C. – Journal of Information Technology Education, 2009
In this technology intensive society, most students are required to be proficient in computer skills to compete in today's global job market. These computer skills usually consist of basic to advanced knowledge in word processing, presentation, and spreadsheet applications. In many U.S. states, students are required to demonstrate computer…
Descriptors: Introductory Courses, Student Attitudes, Computer Oriented Programs, Labor Market
Morehead, Pamela; LaBeau, Barbara – Learning & Leading with Technology, 2005
Four years ago, the staff at our school (Marie C. Graham Elementary School in Harrison Township, Michigan) agreed to take an evaluative look at the use of technology in the classroom. Through a self-study process and a district technology initiative called Project 2000, teachers had the opportunity for change relative to technology integration.…
Descriptors: Educational Technology, Technology Integration, Learning Resources Centers, Technology Uses in Education
Peer reviewedLane, Michael S.; Blaskovics, Thomas L. – Journal of Education for Business, 1988
The broad range of computer literacy among students causes problems in the development of a computer-based curriculum. This article discusses the procedures used by the College of Business and Economics at West Virginia University to implement an integrated approach to curriculum design for computer education. (JOW)
Descriptors: Business Education, Computer Literacy, Computer Science Education, Curriculum Design
Peer reviewedGuse, GeorgeAnn M. – NASSP Bulletin, 1986
Broken Arrow Public Schools (Oklahoma) planned and implemented a successful computer education program for students at elementary, middle, and high school levels within a modest budget. After resolving four basic questions concerning goals, integration, responsibility, and implementation, the district developed overlapping programs in computer…
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Science, Curriculum Design

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