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Dreimane, Santa; Daniela, Linda – Technology, Knowledge and Learning, 2021
The use of different technologies and technological solutions for learning purposes is no longer a novelty in the educational environment. Digital teaching materials are being developed that can be used both in classroom activities and for providing students with opportunities for independent learning. However, alongside these materials, there are…
Descriptors: Computer Simulation, Electronic Learning, Anatomy, Human Body
Danielle S. McNamara; Tracy Arner; Reese Butterfuss; Debshila Basu Mallick; Andrew S. Lan; Rod D. Roscoe; Henry L. Roediger; Richard G. Baraniuk – Grantee Submission, 2022
The learning sciences inherently involve interdisciplinary research with an overarching objective of advancing theories of learning and to inform the design and implementation of effective instructional methods and learning technologies. In these endeavors, learning sciences encompass diverse constructs, measures, processes, and outcomes…
Descriptors: Artificial Intelligence, Learning Processes, Learning Motivation, Educational Research
Pujolà, Joan-Tomàs – Research-publishing.net, 2021
Gamification is a methodological strategy that uses "game design elements in non-game contexts" (Deterding, Dixon, Khaled, and Nacke 2011). The purpose of gamification is to engage people, motivate action, promote learning, and solve problems. This chapter describes examples of Spanish content gamifications that integrate different game…
Descriptors: Second Language Learning, Second Language Instruction, Game Based Learning, Spanish
Craig, Scotty D.; Schroeder, Noah L. – Advanced Distributed Learning Initiative, 2020
The Science of Learning and Readiness (SoLaR) project seeks to demonstrate to Defense and other Government stakeholders the "art of the possible" for high-quality distributed learning and to create a practical guide for how to infuse such qualities into the broader Department of Defense (DoD) distributed learning ecosystem. This report…
Descriptors: Distance Education, Educational Technology, Blended Learning, Courseware
Kawinkoonlasate, Pongpatchara – English Language Teaching, 2020
Online language learning had already been an increasingly popular and useful method of language acquisition prior to spike in demand for alternative learning methods brought upon by the COVID-19 pandemic. As a tool that allows learning to continue without undue risk of exposure to the virus, it has increasingly become a new normal for students…
Descriptors: Online Courses, Pandemics, COVID-19, Distance Education
Hodges, Charles B.; Harris, Rachel S. – Journal on School Educational Technology, 2017
Self-efficacy beliefs have proven to be an important influence on an individual's learning success. Badging is increasingly an element of innovative technologies for educational computing such as MOOCs, adaptive learning systems, smart learning environments, game-based learning, and gamification, among others. However, there is not strong evidence…
Descriptors: Self Efficacy, Recognition (Achievement), Educational Technology, Teaching Methods
Tumenayu, Ogar Ofut; Shabalina, Olga; Kamaev, Valeriy; Davtyan, Alexander – International Association for Development of the Information Society, 2014
Recent research has shown that educational games positively motivate learning. However, there is a little evidence that they can trigger learning to a large extent if the game-play is supported by additional activities. We aim to support educational games development with an Agent-Based Technology (ABT) by using intelligent pedagogical agents that…
Descriptors: Educational Technology, Educational Games, Teaching Methods, Cooperative Learning
Simsek, Ali – Contemporary Educational Technology, 2014
John M. Keller is one of the most recognized and respected scholars in the field of educational technology and instructional design. He has worked at the junction of psychology, education, and technology. Along with many other contributions, he has developed an instructional design theory that can be used successfully both with traditional and…
Descriptors: Educational Technology, Instructional Design, Learning Motivation, Motivation Techniques
LaGarde, Jennifer; Winner, Matthew C. – Knowledge Quest, 2012
Like all great ideas, Level Up Book Club grew out of a genuine need, the spontaneous firing of a few brain sparks, and the kind of luck that comes from being "in the right place at the right time." By mid-June 2011 the authors were already "bona fide" wonder twins--two educators who, although they'd never met, had stumbled upon each other through…
Descriptors: Clubs, Reading Motivation, Video Games, Creative Teaching
Figueroa Flores, Jorge Francisco – Digital Education Review, 2015
One major competence for learners in the 21st century is acquiring a second language (L2). Based on this, L2 instruction has integrated new concepts to motivate learners in their pursue of achieving fluency. A concept that is adaptable to digital natives and digital immigrants that are learning a L2 is Gamification. As a pedagogical strategy,…
Descriptors: Second Language Learning, Learning Motivation, Technology Integration, Teaching Methods
Riendeay, Diane, Ed. – Physics Teacher, 2013
Discrepant events are surprising occurrences that challenge learners' preconceptions. These events puzzle students because the results are contrary to what they believe should happen. Due to the unexpected outcome, students experience cognitive disequilibrium, and this often leads to a desire to solve the problem. Discrepant events are great…
Descriptors: Science Instruction, Prior Learning, Learner Engagement, Video Technology
Bandeen, Heather M.; Sawin, Jason E. – College Teaching, 2012
Instructors are always looking for new ways to engage students in reading assignments. The authors present a few techniques that rely on a web-based data visualization tool called Wordle (wordle.net). Wordle creates word frequency representations called word clouds. The larger a word appears within a cloud, the more frequently it occurs within a…
Descriptors: Reading Assignments, Visualization, Word Frequency, Information Retrieval
Lesgold, Alan M., Ed.; Welch-Ross, Melissa, Ed. – National Academies Press, 2012
Virtually everyone needs a high level of literacy in both print and digital media to negotiate most aspects of 21st century life-succeeding in a competitive job market, supporting a family, navigating health information, and participating in civic activities. Yet, according to a recent survey estimate, more than 90 million adults in the United…
Descriptors: Learning Motivation, Adult Literacy, Literacy Education, Expertise
Gura, Mark – Learning & Leading with Technology, 2012
Lego robotics is engaging, hands-on, and encompasses every one of the NETS for Students. It also inspires a love of science, technology, engineering, and mathematics (STEM) and provides the experience students need to use digital age skills in the real world. In this article, the author discusses how schools get involved with Lego Robotics and…
Descriptors: Student Participation, Robotics, Educational Technology, Learning Motivation
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung – Educational Technology Research and Development, 2012
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…
Descriptors: Cognitive Style, Learning Motivation, Program Effectiveness, Natural Sciences