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Yonit Nissim; Eitan Simon – Journal of Education for Teaching: International Research and Pedagogy, 2025
This preliminary quantitative research investigates preservice teachers' (PSTs) perceptions of adopting ChatGPT, an artificial intelligence (AI) tool, focusing on the early stage of the diffusion of innovation (DOI) process. The study aims to understand PSTs' innovation consciousness and how it influences their perceptions of integrating ChatGPT…
Descriptors: Models, Technology Integration, Artificial Intelligence, Constructivism (Learning)
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Ortlieb, Evan; McDowell, Aly; Stewart, Olivia G.; Preschern, Jennifer; Carhart, Dona E. – Journal of College Academic Support Programs, 2020
With the growing number of online students, universities must provide support for students in developmental education to engage, collaborate, and co-construct their learning in socially dynamic ways. Online learning communities provide spaces for students to identify with others, communicate openly and candidly, and develop professional…
Descriptors: Models, Communities of Practice, Online Courses, Student Needs
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Anil, Özgür; Batdi, Veli – Journal of Education and Training Studies, 2015
The aim of this study is to compare the 5E learning model with traditional learning methods in terms of their effect on students' academic achievement, retention and attitude scores. In this context, the meta-analytic method known as the "analysis of analyses" was used and a review undertaken of the studies and theses (N = 14) executed…
Descriptors: Foreign Countries, Comparative Analysis, Meta Analysis, Academic Achievement
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Santandreu Calonge, David; Mark, Kai-Pan; Chiu, P. H. Patrio; Thadani, Dimple R.; Pun, Cecilia F. K. – International Journal of Teaching and Learning in Higher Education, 2013
Microteaching techniques have been used for teacher training since the mid 1960s. Despite its usefulness, as affirmed by pre-service teachers, in-service teachers, and graduate teaching assistants (GTAs), there are numerous criticisms on the shortcomings of microteaching activities. Specifically, it (a) oversimplifies the classroom learning and…
Descriptors: Microteaching, Teacher Education, Teaching Assistants, Graduate Students
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Fancott, Terrill; Kamthan, Pankaj; Shahmir, Nazlie – Electronic Journal of e-Learning, 2012
In recent years, user stories have emerged in academia, as well as industry, as a notable approach for expressing user requirements of interactive software systems that are developed using agile methodologies. There are social aspects inherent to software development, in general, and user stories, in particular. This paper presents directions and…
Descriptors: Computer Software, Web 2.0 Technologies, Internet, Social Networks
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Prosser, Andrew – Research-publishing.net, 2014
Digital storytelling is already used extensively in language education. Web documentaries, particularly in terms of design and narrative structure, provide an extension of the digital storytelling concept, specifically in terms of increased interactivity. Using a model of interactive, non-linear storytelling, originally derived from computer game…
Descriptors: Second Language Learning, Second Language Instruction, Story Telling, Documentaries
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Karpati, Andrea – ReCALL, 2009
In order to make optimal educational use of social spaces offered by thousands of international communities in the second generation web applications termed Web 2 or Social Web, ICT competences as well as social skills are needed for both teachers and learners. The paper outlines differences in competence structures of Net Natives (who came of age…
Descriptors: Educational Resources, Models, Educational Theories, Educational Change
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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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MacKinnon, Gregory R.; Aylward, M. Lynn – Canadian Journal of Learning and Technology, 2009
Technology offers promising opportunities for creating new types of classroom learning environments. This paper describes three technology models used by teacher education interns: electronic portfolios, negotiative concept mapping, cognote-supported electronic discussions. As implemented in the current study, these models invoke graduated…
Descriptors: Concept Mapping, Educational Technology, Models, Preservice Teacher Education
Dede, Chris – Educational Technology, 1995
Discusses the evolution of constructivist learning environments and examines the collaboration of simulated software models, virtual environments, and evolving mental models via immersion in artificial realities. A sidebar gives a realistic example of a student navigating through cyberspace. (JMV)
Descriptors: Computer Software, Constructivism (Learning), Educational Environment, Educational Games
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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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Lubliner, David; Widmeyer, George; Deek, Fadi P. – Interactive Learning Environments, 2009
The objective of this study was to determine whether there was a quantifiable improvement in learning outcomes by integrating course materials in a 4-year baccalaureate program, utilizing a knowledge repository with a conceptual map that spans a discipline. Two new models were developed to provide the framework for this knowledge repository. A…
Descriptors: Constructivism (Learning), Concept Mapping, Focus Groups, Information Systems
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Chiou, Guey-Fa – Journal of Educational Technology Systems, 1995
Defines and describes virtual reality technology and differentiates between virtual learning environment, learning material, and learning tools. Links learning rationales to virtual reality technology to pave conceptual foundations for application of virtual reality technology education. Constructivism, case-based learning, problem-based learning,…
Descriptors: Case Method (Teaching Technique), Computer Software, Constructivism (Learning), Information Technology
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Cochrane, Thomas; Bateman, Roger – Australasian Journal of Educational Technology, 2010
Built on the foundation of four years of research and implementation of mobile learning projects (m-learning), this paper provides an overview of the potential of the integration of mobile Web 2.0 tools (based around smartphones) to facilitate social constructivist pedagogies and engage students in tertiary education. Pedagogical affordances of…
Descriptors: Feedback (Response), Constructivism (Learning), Communities of Practice, Action Research
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Barowy, Bill; Laserna, Catalina – Journal of Science Education and Technology, 1997
Describes a project that explores the combined use of Internet client-server technology and interactive computer modeling software for improving secondary science teaching. Classroom core practices are evaluated for traceable impacts of change in student learning. Contains 59 references. (DDR)
Descriptors: Computer Networks, Computer Software, Computer Uses in Education, Constructivism (Learning)
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