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Baudin, Veronique; Villemur, Thierry – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to present two classes of distance learning experiments, with feedbacks. The experiments are based on constructivism theory. Design/methodology/approach: The paper adopts an experimental approach. Experiments are made with students. The assessments come from an analysis of questionnaires. Findings: The results…
Descriptors: Constructivism (Learning), Learning Processes, Educational Experiments, Questionnaires
Lau, Siong-Hoe; Woods, Peter C. – British Journal of Educational Technology, 2009
Many organisations and institutions have integrated learning objects into their e-learning systems to make the instructional resources more efficient. Like any other information systems, this trend has made user acceptance of learning objects an increasingly critical issue as a high level of learner satisfaction and acceptance reflects that the…
Descriptors: Electronic Learning, Student Attitudes, Intention, Information Systems
Meinardi, Marty – ReCALL, 2009
This article investigates whether authentic native speaker (NS) to NS speech can be made available to the learner listener through the use of a novel slow-down tool. Results from various preliminary tests seem to indicate that the use of a slow-down algorithm in many cases, and in particular in samples with a higher speed rate and word count,…
Descriptors: Native Speakers, Language Proficiency, Second Language Learning, Second Language Instruction
Lee, Mark J. W.; Miller, Charlynn; Newnham, Leon – Internet and Higher Education, 2009
Partly owing to the status of podcasting as a buzzword and subject of much recent media attention, educational technology researchers and practitioners have been using the term very loosely. Few studies have examined student perceptions and uptake of "podcasting" in the true sense of the word, whereby a syndication protocol such as Really Simple…
Descriptors: Internet, Handheld Devices, Computer Uses in Education, Educational Technology
Liang, Hai-Ning; Sedig, Kamran – Journal of Interactive Learning Research, 2009
Interactive visual learning tools (IVLTs) are software environments that encode and display information visually and allow learners to interact with the visual information. This article examines the application and utility of frameworks in the analysis and design of IVLTs at the micro level. Frameworks play an important role in any design. They…
Descriptors: Visual Learning, Interaction, Educational Technology, Instructional Design
Smiley-Blanton, Regina – ProQuest LLC, 2010
The No Child Left Behind Act (NCLB) requires that all public school students, including English language learners, achieve proficiency in reading, math, and science by 2014 as measured on state assessments. English language learners enrolled in public schools for the first time receive a 1-year deferment from these state assessments in subjects…
Descriptors: Evidence, Federal Legislation, Second Language Learning, Grade 3
Essam, Rasha – Online Submission, 2010
This study focuses on the effect of computer-aided vocabulary learning software called "ArabCAVL" on students' vocabulary acquisition. It was hypothesized that students who use the ArabCAVL software in blended learning environment will surpass students who use traditional vocabulary learning strategies in face-to-face learning…
Descriptors: Vocabulary, Computer Software, Computer Assisted Instruction, Blended Learning
Shaw, Ruey-Shiang – Computers & Education, 2010
This research investigated the application of knowledge maps in e-learning materials design and hypothesized that knowledge maps would be more effective than e-learning in general at improving the performance and satisfaction of e-learning. In order to test the hypotheses, we conducted an experiment with 175 participants and randomly assigned them…
Descriptors: Electronic Learning, Self Efficacy, Statistical Analysis, Hypothesis Testing
Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
Mayrath, Michael C.; Traphagan, Tomoko; Jarmon, Leslie; Trivedi, Avani; Resta, Paul – Journal of Educational Computing Research, 2010
Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has…
Descriptors: Virtual Classrooms, Instructional Design, Computer Simulation, Simulated Environment
Mac Lochlainn, Micheal – ReCALL, 2010
This paper details the development of a multidialectical text-to-speech (TTS) application, "Sinteiseoir," for the Irish language. This work is being carried out in the context of Irish as a lesser-used language, where learners and other L2 speakers have limited direct exposure to L1 speakers and speech communities, and where native sound…
Descriptors: Dialects, Graphemes, Irish, Foreign Countries
Sidhu, S. Manjit – Campus-Wide Information Systems, 2008
Purpose: This paper aims to present the development of technology-assisted problem solving (TAPS) packages at University Tenaga Nasional (UNITEN). The project is the further work of the development of interactive multimedia based packages targeted for students having problems in understanding the subject of engineering mechanics dynamics.…
Descriptors: Computer Simulation, Engineering, Geometric Concepts, Problem Solving
Rajala, Teemu; Laakso, Mikko-Jussi; Kaila, Erkki; Salakoski, Tapio – Journal of Information Technology Education, 2008
Program visualization is one of the various methods developed over the years to aid novices with their difficulties in learning to program. It consists of different graphical--often animated--and textual objects, visualizing the execution of programs. The aim of program visualization is to enhance students' understanding of different areas of…
Descriptors: College Instruction, College Students, Control Groups, Visualization
Miller, Haynes R.; Upton, Deborah S. – Journal of Science Education and Technology, 2008
The d'Arbeloff Interactive Mathematics Project or d'AIMP is an initiative that seeks to enhance and ultimately transform the teaching and learning of introductory mathematics at the Massachusetts Institute of Technology. A result of this project is a suite of "mathlets," a carefully developed set of dynamic computer applets for use in the…
Descriptors: Equations (Mathematics), Calculus, Mathematics Instruction, College Instruction
McEachron, D. L.; Bach, C.; Sualp, M. – Campus-Wide Information Systems, 2012
Purpose: The purpose of this paper is to examine existing learning innovation systems and propose a systematic methodology of delivering educational innovations in the right amount, in the right place and at the right time. Design/methodology/approach: Higher education is not effectively incorporating new discoveries in cognitive science and human…
Descriptors: Knowledge Management, Research Papers (Students), Educational Innovation, Information Transfer

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