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Showing 1 to 15 of 46 results Save | Export
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Jing Li – Interactive Learning Environments, 2024
The development of new approaches to digital art is based on improving a variety of technologies. The main goal of this paper is to identify the gamification of digital art through the promotion of speculative design and interactive experiences. To achieve this goal, theoretical and practical methods were used in the research. A survey determined…
Descriptors: Art, Gamification, Computer Use, Technology
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Tarosh Jacob; Stephanie Centofanti – Journal of Computing in Higher Education, 2024
Innovative, pedagogically informed instructional design is instrumental in increasing student engagement and improving learning outcomes in online learning environments. Interactive learning resources provide students with the opportunity to engage with content in a more personalised manner. H5P (HTML 5 Package) is a collaborative platform that…
Descriptors: Instructional Design, Outcomes of Education, Learning Management Systems, Cooperative Learning
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Ramon Mayor Martins; Christiane Gresse von Wangenheim; Marcelo Fernando Rauber; Jean Carlo Hauck – International Journal of Artificial Intelligence in Education, 2024
Although Machine Learning (ML) is found practically everywhere, few understand the technology behind it. This presents new challenges to extend computing education by including ML concepts in order to help students to understand its potential and limits and empowering them to become creators of intelligent solutions. Therefore, we developed an…
Descriptors: Artificial Intelligence, Information Technology, Technology Uses in Education, Computer Software
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Sachiko Nakamura; Ryan Spring; Shizuka Sakurai – TESL-EJ, 2024
This study looked at how practically ASR-based interactive video assignments can be integrated into EFL classrooms for additional out-of-class speaking practice, and what effects it will have on students. We created an ASR-based interactive video assignment using Google Scripts and gave it to students as a homework assignment between lessons in…
Descriptors: Foreign Countries, Interactive Video, Teaching Methods, English (Second Language)
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Wang, Huixiang; Lyu, Fei; Sugand, Kapil; Wong, Sheungting; Lin, Yanping; Wang, Qiugen – Anatomical Sciences Education, 2019
Acetabular fractures are a real challenge for junior doctors as well as experienced orthopedic surgeons. Correct fracture classification is crucial for appreciating the fracture type, surgical planning, and predicting prognosis. Although three-dimensional (3D) tutorial is believed to improve the understanding of the complex anatomy structure,…
Descriptors: Anatomy, Human Body, Injuries, Classification
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Ningsih, Luthfi Rahayu; Miarsyah, Mieke; Rusdi, R. – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2019
The meaningful learning of respiratory system will be enacted by students through the utilization of problem-based learning interactive media. This study aimed to develop problem-based interactive learning media on respiratory system material. This Research and Development (R&D) was conducted based on Borg and Gall with ten stages, namely: 1)…
Descriptors: Science Instruction, Problem Based Learning, Teaching Methods, Physiology
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Ghilay, Yaron – Journal of Educational Technology, 2018
The aim of the study was to examine the effectiveness of a model called Video-Based Learning (VBL). VBL is designed to improve the learning of higher education courses, especially those based on activities performed on a computer screen, or learning related to the understanding of visual objects, such as formulas, equations, diagrams, etc. The…
Descriptors: Interactive Video, Higher Education, Student Attitudes, Foreign Countries
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Lam, Wendy W. T.; Siu, Shirley W. I. – Biochemistry and Molecular Biology Education, 2017
Viewing and manipulating three-dimensional (3D) structures in molecular graphics software are essential tasks for researchers and students to understand the functions of molecules. Currently, the way to manipulate a 3D molecular object is mainly based on mouse-and-keyboard control that is usually difficult and tedious to learn. While gesture-based…
Descriptors: Handheld Devices, Visual Aids, Molecular Structure, Computer Software
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Caruso, Marinella; Fraschini, Nicola; Kuuse, Sabine – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Feedback is one of the most important influences on second language learning. While much research has been undertaken in the field of corrective feedback, the study of student engagement with feedback in languages remains understudied. This article addresses the need for more interactive, effective and time-saving feedback, achieving more student…
Descriptors: Feedback (Response), Learner Engagement, Second Language Learning, Higher Education
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Kutluca, Tamer; Yalman, Murat; Tum, Ali – Discourse and Communication for Sustainable Education, 2019
As interactive whiteboards have been used recently in secondary schools for sustainability, this study on use of interactive whiteboards is considered to be very important in terms of knowing the effects of interactive whiteboards on mathematics lessons, determining the perspectives of teachers as users of the system and increasing the efficiency…
Descriptors: Foreign Countries, Secondary School Teachers, Mathematics Teachers, Teacher Role
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Dudaite, Jolita; Prakapas, Romas – Digital Education Review, 2019
With the changing students' generations and education content as well as modernization of educational technologies, various technical solutions are increasingly used by the teachers to supplement daily classroom activities. One of the novelties introduced in Lithuania in 2013 -- ActivInspire system -- was oriented towards mathematics and science…
Descriptors: Influence of Technology, Educational Technology, Technology Uses in Education, Foreign Countries
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Frydenberg, Mark – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
Descriptors: Technological Literacy, Computer Games, Interactive Video, Programming
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McIntyre, Timothy; Wegener, Margaret; McGrath, Dominic – Teaching & Learning Inquiry, 2018
We have developed and demonstrated the effectiveness of a set of online interactive learning modules to accompany physics courses at first- and second-year university levels. Students access the modules prior to attending lectures to familiarize themselves with content which is then discussed and reaffirmed in class. Student surveys and access…
Descriptors: Electronic Learning, Units of Study, Lecture Method, Physics
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Remón, Javier; Sebastián, Víctor; Romero, Enrique; Arauzo, Jesús – Active Learning in Higher Education, 2017
This work addresses the use of tablets and smartphones to enhance both student learning and engagement. Tablets were tested as potential substitutes for digital whiteboards, while smartphones were tested as potential survey media in the classroom using a question and answer method. Two teaching strategies were evaluated and compared: (1)…
Descriptors: Technology Uses in Education, Handheld Devices, Telecommunications, Audience Response Systems
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Colasante, Meg; Douglas, Kathy – Australasian Journal of Educational Technology, 2016
Annotation of video provides students with the opportunity to view and engage with audiovisual content in an interactive and participatory way rather than in passive-receptive mode. This article discusses research into the use of video annotation in four vocational programs at RMIT University in Melbourne, which allowed students to interact with…
Descriptors: Active Learning, Video Technology, Audiovisual Aids, Interactive Video
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