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Clark, Richard E. – Educational Technology, 2011
There are at least three powerful insights for educational technology researchers and designers from recent neuroscience studies of the brain and from cognitive science research findings: First, our brains learn and process two very different types of knowledge; non-conscious, automated, procedural, or implicit knowledge, and conscious,…
Descriptors: Evidence, Learning Theories, Instructional Design, Problem Solving
Duffy, Thomas M.; Raymer, Pamela L. – Educational Technology, 2010
This article focuses on the practical issues in implementing instructional approaches based on constructivist views of learning. The authors do not view this as a procedural guide, but rather believe that the design of these inquiry based learning (IBL) approaches must be guided by the view of learning represented in constructivist frameworks.…
Descriptors: Constructivism (Learning), Inquiry, Active Learning, Teaching Methods
Squire, Kurt D. – Educational Technology, 2008
Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…
Descriptors: School Activities, Video Games, After School Programs, Scientific Literacy
Hung, David W. L.; Wong, Angela F. L. – Educational Technology, 2000
Proposes activity theory as a framework for student project work that is a form of open-ended contextual activity-based learning emphasizing problem solving as a collaborative effort. Topics include project work from a Vygotskian perspective of activity theory; and the design of a prototype for Web-based project work. (LRW)
Descriptors: Computer Assisted Instruction, Educational Environment, Problem Solving, Student Projects
Li, Rengen – Educational Technology, 1993
Discusses computer-based training (CBT) methods that emphasize an interactive learning environment but do not require video. Topics addressed include cognitive processes; different levels of interaction, including simulation or problem solving; the use of icons and buttons; hypertext; differences in learning styles; and thought-provoking…
Descriptors: Cognitive Processes, Cognitive Style, Computer Assisted Instruction, Computer Simulation
Educational Technology, 1991
Describes generative learning environments for teaching mathematical problem solving that were developed at the Vanderbilt University Learning Technology Center. The theoretical framework is discussed; design principles are explained, including a video-based presentation format; and the use of videodisc and hypermedia is discussed. (37 references)…
Descriptors: Design Requirements, Educational Environment, Hypermedia, Instructional Design
Gallini, Joan K. – Educational Technology, 1985
Focuses on description of instructional-learning conditions for a LOGO environment hypothesized to be conducive to development of problem-solving skills for both given and new situations based on existing educational research. A LOGO activity for constructing squares and triangles is outlined to illustrate application of the instructional…
Descriptors: Cognitive Processes, Computer Assisted Instruction, Educational Environment, Educational Research
Jonassen, David H. – Educational Technology, 1993
Describes learning environments, including cognitive flexibility hypertexts, anchored instruction, and computer-supported intentional learning environments. A brief history of educational technology is presented; and problems with open learning environments are discussed, including inappropriate learning theory, deficient metacognitive skills, and…
Descriptors: Cognitive Style, Computer Assisted Instruction, Educational Environment, Educational Technology
Edwards, Laurie D. – Educational Technology, 1994
Reports on a pilot study that examined use by sixth-grade students in Costa Rica of a mathematical microworld written in LOGO. The investigation had three phases: (1) open exploration of the microworld; (2) group discussion and sharing of hypotheses; and (3) guided discovery and problem solving. (Contains 11 references.) (SLW)
Descriptors: Computer Assisted Instruction, Computer Simulation, Constructivism (Learning), Cooperative Learning
Willis, Barry – Educational Technology, 1994
Examines current academic culture and how it affects growth in nontraditional and distant student populations. Characteristics examined include goal ambiguity, limited flexibility in adapting academic programs to students' needs, low faculty interdependence, and high vulnerability because of decreased funding and societal demands. Examples of…
Descriptors: Attitude Change, Change Strategies, Cultural Context, Distance Education