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John M. Carroll – International Journal of Designs for Learning, 2014
The early 1980s were disruptive for computing. In many countries, the set of persons who regularly used computing expanded rapidly from a tiny and homogeneous set of data processing professionals to include nearly everyone. The dawn of the "new user" entrained challenges for training and instructional design: the economics of smaller…
Descriptors: Instructional Design, Employees, Computers, Teaching Methods
Graesser, Arthur C.; McNamara, Danielle S.; Kulikowich, Jonna M. – Educational Researcher, 2011
Computer analyses of text characteristics are often used by reading teachers, researchers, and policy makers when selecting texts for students. The authors of this article identify components of language, discourse, and cognition that underlie traditional automated metrics of text difficulty and their new Coh-Metrix system. Coh-Metrix analyzes…
Descriptors: Reading Teachers, Language Acquisition, Computers, Researchers
Gratch, Jonathan; Kelly, Janet – Journal of Interactive Learning Research, 2009
Historically, Massive Multiplayer Online Games (MMOGs) have been used for entertainment purposes, but that is rapidly changing. Advances in computer technology and an enhanced perception of functionality have allowed MMOGs to combine with other technologies, such as networking and web-based learning, to provide educators with opportunities to…
Descriptors: Constructivism (Learning), Prior Learning, Computers, Games
Roth, Wolff-Michael; Lee, Yew-Jin – Educational Media International, 2006
Data-logging exercises in science classrooms assume that with the proper scaffolding and provision of contexts by instructors, pupils are able to meaningfully comprehend the experimental variables under investigation. From a case study of knowing and learning in a fish hatchery using real-time computer statistical software, we show that…
Descriptors: Prior Learning, Computers, Learning Processes, Educational Technology
Jones, Margie; Liu, Min – 1996
Interactive multimedia programs have found their way into the hands of young children. This case study attempts to determine how two year old children interact with interactive multimedia technology, and addresses the following questions: is it appropriate to include the interactive multimedia technology in the same context as other objects like…
Descriptors: Ability, Age, Appropriate Technology, Case Studies

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