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Showing all 15 results Save | Export
Jessica Gatewood – ProQuest LLC, 2024
This non-experimental causal-comparative study aims to explore the possible effect of expertise on learning experience design (LXD) deviation identification and the classification of these deviations in alignment with provided learning experience design constructs within a learning technology. Additionally, this study challenges Nielsen's (1993)…
Descriptors: Educational Technology, Novices, Expertise, Learning Experience
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Rulyansah, Afib; Ghufron, Syamsul; Nafiah; Akhwani; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Learning in the twenty-first century is becoming more dependent on the use of digital tools and interactive media. Teachers play a crucial role in creating game-based learning procedures and enhancing learning and motivation. The aim of this article is to determine what kinds of expertise educators could require to effectively use game-based…
Descriptors: Teacher Competencies, Game Based Learning, Educational Technology, Expertise
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Sheri Conklin; Tom Dorgan; Daisyane Barreto – Discover Education, 2024
We investigated the utility of ChatGPT 3.5 in the creation of a fully online asynchronous higher education course. Our collaborative effort with ChatGPT resulted in developing a Master's level course on Trends and Issues in Instructional Design using the Backward Design Model. Throughout this process, we recognized the critical role of precise…
Descriptors: Design, Technology Uses in Education, Artificial Intelligence, Instructional Design
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Clendinneng, D.; Yeratziotis, A.; Vanezi, E.; Costa, T.; Muscat, L.; Cassar, M.; Filomeno, L.; MacDonald, C. J.; Mettouris, C.; Papadopoulos, G. A.; La Torre, G. – Cogent Education, 2022
Digital Education Initiatives and Timely Solutions (DIG-IT) is an Erasmus+ project collaboration between university academics, clinical educators, industry partners, healthcare professionals, and technology experts over 5 European Union (EU) states. The objectives are to create digital educational capacity for academic faculty and mobile learning…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Design
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Horstman, Theresa; Tierney, Gavin; Tzou, Carrie – Information and Learning Sciences, 2020
Purpose: This paper aims to focus on two areas of digital badge design that impact learner experience: the value and meaning of badges outside of their original context and badge function and platform functionality that impact learner experience. Design/methodology/approach: This research uses a design-based research approach. For this paper,…
Descriptors: Educational Technology, Student Experience, Recognition (Achievement), Informal Education
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Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
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Blevins, Samantha; Brill, Jennifer – International Journal of Teaching and Learning in Higher Education, 2017
Drawing from a design and development research approach, specifically model research, this study investigated the perspectives of higher education faculty and administrators regarding their experiences with a university-wide electronic portfolio implementation initiative. Participants in the study were fifty-two faculty and administrators at a…
Descriptors: Research Universities, College Faculty, Teacher Attitudes, Administrator Attitudes
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Suárez-Perdomo, Arminda; Byrne, Sonia; Rodrigo, Maria-José – Comunicar: Media Education Research Journal, 2018
The quality of the online resources for parents offering access to open knowledge has hardly received attention despite their increasing number. This paper provides a framework to examine the ethical and content quality of parenting resources. The ethical criteria were based on "the Health on the Net" (HON) framework whereas the content…
Descriptors: Ethics, Information Sources, Child Rearing, Web Sites
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Borge, Marcela; Toprani, Dhvani; Yan, Shulong; Xia, Yu – Computer Science Education, 2020
Background and Context: in this paper, we argue that integrating Human-Computer Interaction (HCI) into K-12 computing education can present learners with opportunities to develop human-centered design skills as well as higher-order thinking skills. Objective: to address the issues related to the development of HCI forms of expertise, we introduce…
Descriptors: Elementary Secondary Education, Design, Skill Development, Thinking Skills
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Mohamad, Syamsul Nor Azlan; Embi, Mohamad Amin; Nordin, Norazah – International Education Studies, 2015
The present article introduces the Fuzzy Delphi method results obtained in the study on determining e-Portfolio elements in learning process for art and design context. This method bases on qualified experts that assure the validity of the collected information. In particular, the confirmation of elements is based on experts' opinion and…
Descriptors: Portfolio Assessment, Portfolios (Background Materials), Electronic Publishing, Learning Processes
Luckin, Rosemary, Ed. – UCL IOE Press, 2018
The educational technology sector is growing fast, with schools, colleges and universities more than ever looking for the best ways to use technology in the classroom. At the same time, there is an increasing appetite for learning and teaching practices to be backed up by evidence. However, there are few resources that bring these two things…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Educational Research
Chu, Tsai-Hsin; Lee, Yi; Lee, Yen-Hsien – International Association for Development of the Information Society, 2013
E-learning content development can be regarded as an example of knowledge delivery process because the developers have to receive knowledge transferred from subject-matter experts (SMEs), to translate the received knowledge with appropriate instructional design, and to transform the project outcomes to fulfill learner's learning needs. As…
Descriptors: Educational Technology, Technology Uses in Education, Barriers, Knowledge Level
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Evans, Michael A.; Lopez, Megan; Maddox, Donna; Drape, Tiffany; Duke, Rebekah – Journal of Science Education and Technology, 2014
The concept of connected learning proposes that youth leverage individual interest and social media to drive learning with an academic focus. To illustrate, we present in-depth case studies of Ryan and Sam, two middle-school-age youth, to document an out-of-school intervention intended to direct toward intentional learning in STEM that taps…
Descriptors: Student Interests, Middle School Students, Intervention, STEM Education
Norton, Priscilla; Hathaway, Dawn – Educational Technology, 2012
In this article, the CLICK ("C"omputer Games and "L"iteracy "I"ntegrated with "C"ontent "K"nowledge) design model for high school education is proposed and developed as an instructional response to concerns about content coverage versus deeper content knowledge, learners' inability to grasp the meanings embedded in complex text, and disregard for…
Descriptors: Expertise, Instructional Design, High Schools, Computer Games
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers