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Showing 1 to 15 of 21 results Save | Export
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van Wyk, Norman; Johnston, Kevin; Möller, Klaus; Haas, Florian – Online Submission, 2020
Aim/Purpose: Academics are often requested to create and teach courses for emerging technologies with perhaps no experience or guidance on how to do so. Background: A Framework to develop IT courses for emerging technologies was created and tested to assist academics; the framework was then tested by developing an IoT course. Methodology: A…
Descriptors: Information Science Education, Information Technology, College Faculty, Guidelines
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Noh, Nurulrabihah Mat; Siraj, Saedah; Jamil, Mohd Ridhuan Mohd; Husin, Zaharah; Sapar, Ahmad Arifin – Turkish Online Journal of Educational Technology - TOJET, 2015
Use of Facebook in education is an innovation that is very suitable for getting the benefits of ICT to improve the quality of learning in Malaysia. Although Facebook is much applied in the teaching and learning process, no guidelines exist in Malaysia as a reference for teachers to develop teaching and learning effectively with Facebook. This…
Descriptors: Foreign Countries, Psychology, Secondary Education, Social Networks
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Niess, Margaret; Gillow-Wiles, Henry – Journal of Technology and Teacher Education, 2014
This study examined the influence of a researcher-conjectured learning trajectory instructional approach toward the enhancement of teachers' technological pedagogical content knowledge (TPACK). The study provides a rich description of how a learning trajectory, situated within a "social metacognitive-constructivist" instructional…
Descriptors: Science Teachers, Teaching Methods, Guidelines, Pedagogical Content Knowledge
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Fominykh, Mikhail; Prasolova-Forland, Ekaterina – Interactive Technology and Smart Education, 2012
Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…
Descriptors: Foreign Countries, Constructivism (Learning), Educational Technology, Group Activities
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Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng – Computers & Education, 2010
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…
Descriptors: Constructivism (Learning), Instructional Design, Computer Simulation, Internet
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Shieh, Ruey S. – Computers & Education, 2012
Technology-Enabled Active Learning (TEAL) is a pedagogical innovation established in a technology-enhanced multimedia studio, emphasizing constructivist-oriented teaching and learning. In Taiwan, an increasing number of schools are adopting the TEAL notion to deliver courses. This study examines the impact of TEAL on both student performance and…
Descriptors: Foreign Countries, Educational Technology, Constructivism (Learning), Science Activities
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Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines
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Ang, Chee Siang; Avni, Einav; Zaphiris, Panayiotis – International Journal on E-Learning, 2008
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that…
Descriptors: Constructivism (Learning), Classification, Guidelines, Educational Technology
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
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Jones, Norah; Blackey, Haydn; Fitzgibbon, Karen; Chew, Esyin – Computers & Education, 2010
To understand the student experience on social software, the research aims to explore the disruptive nature and opportunity of social networking for higher education. Taking four universities, the research: (1) identifies the distinction between the students' current usage of social software; (2) reports on the students' experience on…
Descriptors: Electronic Learning, Social Life, Student Experience, Educational Technology
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Bonk, Curtis J.; Lee, Mimi Miyoung; Kim, Nari; Lin, Meng-Fen Grace – Internet and Higher Education, 2009
Wikis have the potential to change learning environments from traditional knowledge transmission models to knowledge transformative ones where students generate, share, and reshape knowledge. In this three-part study, graduate students created wikibooks across institutional settings. One of these projects extended to universities in China, Taiwan,…
Descriptors: Constructivism (Learning), Graduate Students, Transformative Learning, Foreign Countries
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Zhang, Zuochen; Kenny, Richard F. – International Review of Research in Open and Distance Learning, 2010
This case study explores the learning experiences of three international students who were enrolled in an online master's program offered by a large university in Canada. The aim of the study was to understand the international students' experiences with, and perspectives on, the online learning environment. Findings indicate that previous…
Descriptors: Electronic Learning, Constructivism (Learning), Cues, Distance Education
Faryadi, Qais – Online Submission, 2007
This analysis discusses the constructivist paradigm of teaching Arabic as a foreign language in Malaysian settings. This review examines the role of interactive multimedia in enhancing the chalk and talk methods of teaching Arabic in Malaysian schools. This paper also investigates the importance of Arabic Language in Malaysia. Furthermore, the…
Descriptors: Foreign Countries, Second Language Instruction, Second Language Learning, Models
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Cartelli, Antonio; Stansfield, Mark; Connolly, Thomas; Jimoyiannis, Athanassios; Magalhaes, Hugo; Maillet, Katherine – Journal of Information Technology Education, 2008
This paper reports on the work of a European Commission DG Education and Culture co-financed project PBP-VC, Promoting Best Practice in Virtual Campuses, which is aimed at providing a deeper understanding of the key issues and critical success factors underlying the implementation of virtual campuses. The paper outlines a tentative model of issues…
Descriptors: Constructivism (Learning), Virtual Universities, Distance Education, Program Implementation
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Molebash, Philip E. – Theory and Research in Social Education, 2002
Schools and colleges of education have been criticized for not adequately preparing preservice teachers to integrate technology in their future classrooms. It has been proposed that a central component in the preparation of preservice teachers is for the instructors of content methods courses to model strategies for integrating technology that…
Descriptors: Preservice Teacher Education, Constructivism (Learning), Preservice Teachers, Schools of Education
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