Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
Journal of Educational… | 2 |
E-Learning and Digital Media | 1 |
Educational Media… | 1 |
Educational Technology… | 1 |
Journal of Information… | 1 |
National Academies Press | 1 |
PASAA: Journal of Language… | 1 |
Author
Alexander, Shirley | 1 |
Bourina, Helena V. | 1 |
Chang, Ya-Wen | 1 |
Change, Mei-Yu | 1 |
Dempsey, John V. | 1 |
Dirin, Amir | 1 |
Dunaeva, Larisa A. | 1 |
Hedburg, John | 1 |
Hilton, Margaret, Ed. | 1 |
Honey, Margaret A., Ed. | 1 |
Kantisa, Piyapan | 1 |
More ▼ |
Publication Type
Reports - Evaluative | 9 |
Journal Articles | 7 |
Books | 1 |
Information Analyses | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Education | 2 |
Elementary Secondary Education | 2 |
Grade 5 | 1 |
Higher Education | 1 |
Intermediate Grades | 1 |
Middle Schools | 1 |
Audience
Policymakers | 1 |
Practitioners | 1 |
Researchers | 1 |
Students | 1 |
Teachers | 1 |
Location
Russia | 1 |
South Korea | 1 |
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Bourina, Helena V.; Dunaeva, Larisa A. – E-Learning and Digital Media, 2017
In recent years, in Russia and abroad, we may have noticed the following tendency: the complex of education-related sciences become increasingly interested in learning about the environment which surrounds a human, its role, its potential and its possible use in education. The initial message is represented by the notion that the outside…
Descriptors: French, Second Language Learning, Second Language Instruction, Learning Processes
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
Kantisa, Piyapan; Sitthitikul, Pragasit – PASAA: Journal of Language Teaching and Learning in Thailand, 2018
This article aims to provide an extensive review of web-based instruction (WBI), implemented within the realm of English language teaching (ELT). WBI is a teaching method that utilizes computer technology to promote learning experiences by leveraging the internet and web applications. It is suggested that educators carefully consider the related…
Descriptors: Web Based Instruction, Teaching Methods, English (Second Language), Second Language Learning
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
Honey, Margaret A., Ed.; Hilton, Margaret, Ed. – National Academies Press, 2011
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential.…
Descriptors: Learning Motivation, Science Education, Science Process Skills, Computer Games
Schiller, Shu Z. – Journal of Information Systems Education, 2009
Guided by the principles of learner-centered teaching methodology, a Second Life project is designed to engage students in active learning of virtual commerce through hands-on experiences and teamwork in a virtual environment. More importantly, an assessment framework is proposed to evaluate the learning objectives and learning process of the…
Descriptors: Student Attitudes, Learning Motivation, Virtual Classrooms, Teaching Methods
Tarng, Wermhuar; Change, Mei-Yu; Ou, Kuo-Liang; Chang, Ya-Wen; Liou, Hsin-Hun – Journal of Educational Technology Systems, 2009
The objective of this article is to investigate the computer animation and virtual reality technologies for developing a virtual marine museum. The museum consists of three exhibition areas. The first area displays fishes in freshwater, including creeks, rivers, and dams in Taiwan. The second area exhibits marine ecology and creatures of different…
Descriptors: Animation, Animals, Learning Motivation, Museums

Hedburg, John; Alexander, Shirley – Educational Media International, 1994
Discusses situated learning and virtual reality, focusing on the pedagogical aspects of the technology and its importance in achieving a learning environment which challenges and supports effective learning. (AEF)
Descriptors: Computer Simulation, Educational Environment, Educational Technology, Experiential Learning
Dempsey, John V.; And Others – 1990
A computer-based attention reduction model of training is presented, and associated issues related to instructional systems design are outlined. Attention reduction training (ART) is based on the dual task assessment procedure developed by researchers in the area of memory. The technique involves having subjects respond to two tasks…
Descriptors: Attention Control, Computer Assisted Instruction, Computer Simulation, Instructional Development