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Showing 196 to 210 of 320 results Save | Export
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Brown, Abbie – TechTrends: Linking Research and Practice to Improve Learning, 2015
A report of a year-long study in which the author engaged in 3D printing activity in order to determine how to facilitate and support skill building, concept attainment, and increased confidence with its use among teachers. Use of 3D printing tools and their applications in instructional settings are discussed. A hierarchy of 3D printing…
Descriptors: Computer Peripherals, Printing, Skill Development, Technology Uses in Education
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Lee, Hyeon Woo – Asia-Pacific Education Researcher, 2015
This study aims to examine the effects of a touchscreen device (iPad in this study) on students' learning compared to a desktop PC in terms of tactile vision. The participants were 56 undergraduate students: 24 studied using a desktop PC (mouse-based interaction) and the others studied using a touchscreen device (touch-based interaction) about the…
Descriptors: Manipulative Materials, Academic Achievement, Comparative Analysis, Handheld Devices
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Jo, Wonjin; I, Jang Hee; Harianto, Rachel Ananda; So, Ji Hyun; Lee, Hyebin; Lee, Heon Ju; Moon, Myoung-Woon – Journal of Visual Impairment & Blindness, 2016
The authors investigate how 3D printing technology could be utilized for instructional materials that allow visually impaired students to have full access to high-quality instruction in history class. Researchers from the 3D Printing Group of the Korea Institute of Science and Technology (KIST) provided the Seoul National School for the Blind with…
Descriptors: Printing, Technological Advancement, Technology Uses in Education, Braille
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An, Pengcheng; Bakker, Saskia; Eggen, Berry – Education and Information Technologies, 2017
Secondary school teachers have quite busy and complex routines in their classrooms. However, present classroom technologies usually require focused attention from teachers while being interacted with, which restricts their use in teachers' daily routines. Peripheral interaction is a human-computer interaction style that aims to enable interaction…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Classroom Techniques
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Wernholm, Marina; Vigmo, Sylvi – International Journal of Research & Method in Education, 2015
The aim of this article is to address how online tools and digital technologies can influence data collection opportunities. We are still at the early stages of piecing together a more holistic picture of the role of digital media in young people's everyday lives, especially regarding digital gaming among younger children. Digital technologies…
Descriptors: Foreign Countries, Computer Games, Data Collection, Cooperation
Baltaci Göktalay, Sehnaz; Alabay, Sercan; Bozkurt, Idris Uraz; Asik, Serhat – Online Submission, 2015
This paper aims to investigate the potential of printed computer advertisements (between 1970 and 1990) in the development of communicative and written competence in English language along with teaching computer technologies. The research was conducted with 179 printed computer advertisements and the data was taken by the help of Abbyy Finereader…
Descriptors: Advertising, Computers, Communicative Competence (Languages), Writing Skills
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Allan, Denise; Vettese, Samantha; Thompson, Paul – Design and Technology Education, 2018
In this article, the researchers investigate different ways in which school age, 'generation net' children learn, through non-linear, mediated, collaborative 'making' environments, enabled by informal club settings and online 'builder' gaming and groups. In addition to this, the study will investigate these learning methods in relation to…
Descriptors: Design, Learning Processes, Clubs, Informal Education
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Trust, Torrey; Maloy, Robert W. – Computers in the Schools, 2017
The emergence of 3D printing has raised hopes and concerns about how it can be used effectively as an educational technology in school classrooms. This paper presents the results of a survey asking teachers from multiple grade levels and subject fields about the impact of 3D projects on student learning. Teachers were asked about the kinds of 3D…
Descriptors: Computer Peripherals, Printing, Technology Uses in Education, Technological Literacy
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Krivec, Tjaša; Muck, Tadeja; Germadnik, Rolanda Fugger; Majnaric, Igor; Golob, Gorazd – Journal of Visual Impairment & Blindness, 2014
Everyone has the right to freely participate in the cultural life of the community (United Nations, 2012). In Europe and around the globe, many efforts have been made in order to include people with visual impairments and blindness into the cultural life. The objects and artifacts exhibited in museums for people with visual impairments are…
Descriptors: Visual Impairments, Blindness, Museums, Tactile Adaptation
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Azcarraga, Judith; Suarez, Merlin Teodosia – International Journal of Distance Education Technologies, 2013
Brainwaves (EEG signals) and mouse behavior information are shown to be useful in predicting academic emotions, such as confidence, excitement, frustration and interest. Twenty five college students were asked to use the Aplusix math learning software while their brainwaves signals and mouse behavior (number of clicks, duration of each click,…
Descriptors: Brain, Computer Peripherals, Prediction, Emotional Response
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Shih, Ching-Hsiang; Chang, Man-Ling; Mohua, Zhang – Research in Developmental Disabilities: A Multidisciplinary Journal, 2012
This study evaluated whether two people with developmental disabilities would be able to actively perform simple occupational activities to control their preferred environmental stimulation using a Nintendo Wii Remote Controller with a newly developed three-dimensional object orientation detection program (TDOODP, i.e. a new software program,…
Descriptors: Developmental Disabilities, Stimulation, Computer Peripherals, Computer Software
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Kwon, Hyunkyung – Journal of STEM Education: Innovations and Research, 2017
Researchers found that student-centered, technology-integrated learning environments help to produce students who are better able to think critically, solve problems, collaborate with others, and engage deeply in the learning process. Understanding the impact of technology and finding the best ways to integrate technology into the classroom is…
Descriptors: Computer Peripherals, Printing, Computer Software, Design
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Chien, Yu-Hung – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study developed an integrated-STEM CO[subscript 2] dragster design course using 3D printing technology. After developing a pre-engineering curriculum, we conducted a teaching experiment to assess students' differences in creativity, race forecast accuracy, and learning performance. We compared student performance in both 3D printing and…
Descriptors: Foreign Countries, High School Students, Grade 10, Engineering Education
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Edwards, Susan; Henderson, Michael; Gronn, Donna; Scott, Anne; Mirkhil, Moska – Technology, Pedagogy and Education, 2017
A digital disconnect perspective is founded on an assumption that technology use in the home is frequent, creative and generative, and that technology use in the early childhood centre should be the same as that found in the home. However, such arguments divert our attention from understanding the nature of the setting and thereby from an…
Descriptors: Young Children, Early Childhood Education, Environmental Influences, Computer Use
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McKenney, Susan; Voogt, Joke – Australasian Journal of Educational Technology, 2017
Technology applications can make important contributions to improving learning outcomes in the domain of early literacy. However, to fully exploit the potential of educational technologies, teachers must have specific knowledge and skills. This study aimed to articulate the technological pedagogical content knowledge teachers need to make…
Descriptors: Expertise, Technological Literacy, Pedagogical Content Knowledge, Emergent Literacy
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