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Jason K. McDonald; Jonathan Balzotti; Melissa Franklin; Jessica Haws; Jamin Rowan – International Journal of Designs for Learning, 2023
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the…
Descriptors: Computer Simulation, Program Design, Program Development, Barriers
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Denise M. Sweeney – Research in Learning Technology, 2024
The ability to design effective technology-enhanced learning (TEL) experiences is a critical skill for university teachers. However, challenges endure on how best to develop university teachers in research-intensive universities to design TEL experiences that meet student, professional, and employer expectations. Having a greater insight of the…
Descriptors: Educational Technology, Technology Uses in Education, Case Studies, Social Environment
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Mario Lepore; Federica Mennuni – International Journal for Technology in Mathematics Education, 2023
In this research, we investigated whether the use of GeoGebra Augmented Reality (AR) can foster students in conceptualising a mathematical object by manipulating its different semiotic representations. We designed and implemented, with thirty university mathematics students, a teaching sequence on paraboloids using GeoGebra AR supported by…
Descriptors: Computer Simulation, Computer Software, Mathematical Concepts, College Mathematics
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Giboney, Justin Scott; McDonald, Jason K.; Balzotti, Jonathan; Hansen, Derek L.; Winters, Desiree M.; Bonsignore, Elizabeth – TechTrends: Linking Research and Practice to Improve Learning, 2021
In this paper we introduce an approach to cybersecurity education and helping students develop professional understanding in the form of a Playable Case Study (PCS), a form of educational simulation that draws on affordances of the broader educational simulation genre, case study instruction, and educational Alternate Reality Games (or ARGs). A…
Descriptors: Computer Security, Computer Simulation, Case Studies, Educational Technology
European Commission, 2022
This report reviews the outcomes of Erasmus+ projects promoting inclusion in education, implemented between 2014 and 2020. Starting from an inventory of 120 Erasmus+ projects labelled as 'good practice' in the Erasmus+ projects database, 15 projects were selected for further examination as case studies. The report summarises the main findings of…
Descriptors: Data Collection, Data Analysis, College Students, Student Exchange Programs
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Sommers, Daniël; Baarends, Willy M.; Colgrove, Johanna C.; Chaves, Inês; van der Sanden Maarten C. A.; Nonnekens, Julie – Electronic Journal for Research in Science & Mathematics Education, 2020
During the COVID-19 pandemic, laboratory research was not possible in different educational programs at Delft University of Technology and Erasmus University Medical Center due to the taken measures. Therefore, a team of faculty from both institutions developed an alternative transdisciplinary research group project that was fully performed…
Descriptors: COVID-19, Pandemics, Universities, Foreign Countries
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Creer, Adele – Journal of New Approaches in Educational Research, 2018
Integrating digital media into classroom practice requires consideration on many levels, how young people access and engage with digital media at the level of media, mode and genre is complex and may redefine how literacy practices in the classroom are perceived. Young people use digital media in their everyday literacy practices and a failure to…
Descriptors: Educational Technology, Technology Uses in Education, Technological Literacy, Case Studies
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Benoit, Andy – Journal of Learning Spaces, 2018
Interactive whiteboards (IWBs) are a billion-dollar industry. Their prominent position in classrooms, frequently the single display to share digital information, draws attention to their influence on teaching and learning processes. This research presents a case-study of a Canadian college with over five years of IWB experience. Findings show that…
Descriptors: Outcomes of Education, Bulletin Boards, Interactive Video, Educational Technology
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Peytcheva-Forsyth, Roumiana; Mellar, Harvey; Aleksieva, Lyubka – Journal of Academic Ethics, 2019
This paper presents a case study carried out at Sofia University in Bulgaria, describing the relationship between two developments, firstly an expanding involvement with online learning and e-assessment, and secondly the development of institutional approaches to academic integrity. The two developments interact, the widening use of e-learning and…
Descriptors: Case Studies, Universities, Integrity, Cheating
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Baytiyeh, Hoda – International Journal of Information and Communication Technology Education, 2018
Mobile technologies are all-pervasive in the current digital generation, and college students rely on their mobile phones to communicate on a daily basis. In the midst of the myriad of applications available to download on the mobile, some tools have become more well-known and more often adopted than others. An example of such a tool is WhatsApp,…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, College Students
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Ifenthaler, Dirk; Gibson, David; Dobozy, Eva – Australasian Journal of Educational Technology, 2018
Learning design has traditionally been thought of as an activity occurring prior to the presentation of a learning experience or a description of that activity. With the advent of near real-time data and new opportunities of representing the decisions and actions of learners in digital learning environments, learning designers can now apply…
Descriptors: Instructional Design, Intervention, Electronic Learning, Case Studies
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Marshalsey, Lorraine; Madeleine Sclater – Australasian Journal of Educational Technology, 2018
This interdisciplinary paper discusses the meaning of open, critical, communal, and discursive learning spaces in higher education. It draws on recent research (Marshalsey, 2017) that illuminates the relationship between sensory affect and learning in studio education. It focuses on the extension and development of new learning configurations in…
Descriptors: Student Experience, Case Studies, Foreign Countries, Workshops
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Finch, Henry – Language Learning in Higher Education, 2023
This report will discuss the development and implementation of a dialogic co-creation model for English language teaching in the Language Resource Centre at the Technical University of Darmstadt, Germany. The focus of this report will be on the impact of content co-creation and its impact on learner and teacher autonomy in English language…
Descriptors: Dialogs (Language), English (Second Language), Second Language Learning, Second Language Instruction
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Muñoz, José A.; Culton, Kenneth R. – International Journal of Teaching and Learning in Higher Education, 2016
This article takes the practical inquiry model as an approach to designing a course on social movements that combines self-directed investigation and group discussion as an avenue for deep learning. For the purpose of developing a case study, a guided approach is provided that allows the students to explore theory on their own and make connections…
Descriptors: Inquiry, Case Studies, Social Change, Group Discussion
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Deeley, Susan J. – Assessment & Evaluation in Higher Education, 2018
The aims of this paper are to examine and critically evaluate a selection of different technological methods that were specifically chosen for their alignment with, and potential to enhance, extant assessment for learning practice. The underpinning perspectives are that: (a) both formative and summative assessment are valuable opportunities for…
Descriptors: Technology Uses in Education, Feedback (Response), Higher Education, Formative Evaluation
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