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Tenchita Alzaga Elizondo; David Brown – International Journal of Computer-Supported Collaborative Learning, 2024
While there are many documented approaches to using technological tools to support collaboration in remote environments, studies related to proof-based courses are overwhelmingly situated in the context of geometry. This study uses instrumental genesis theory to study how students in an introduction to proofs course operationalize the…
Descriptors: Geometry, Mathematical Logic, Validity, Cooperative Learning
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Felix Averbeck; Simon Leifeling; Katja Müller; Thomas Schoenfelder – Electronic Journal of e-Learning, 2024
The use of virtual reality and 360° videos has been little researched so far, especially in social work studies and teaching. The reasons for this are the low prevalence of VR headsets in social work courses and the fundamental technological deficit in social work, which means the lack of clear causal chains within it. Professionals must adapt…
Descriptors: Computer Simulation, Computer Uses in Education, Video Technology, Social Work
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Mekota, Tomáš; Marada, Miroslav – Education and Information Technologies, 2020
Digital technologies are essential for almost all human activities, so children should learn to work with them at schools. Some studies of the effect of using computers, tablets or cell phones at schools have been carried out, but in Czechia, where the research was conducted, the number of such studies is very low. We wanted to examine how tablets…
Descriptors: High School Students, Teaching Methods, Computer Uses in Education, Handheld Devices
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Cooper, G.; Park, H.; Nasr, Z.; Thong, L. P.; Johnson, R. – Educational Media International, 2019
Virtual reality (VR) platforms act as a potentially transformative tool in learning and teaching. The aim of this study was to examine pre-service teachers' (PST) perceptions about VR, inclusive of their beliefs about its capacity to be used as a teaching and learning tool. A case-study, conducted at an urban university in Australia involved a…
Descriptors: Computer Simulation, Preservice Teacher Education, Preservice Teachers, Student Attitudes
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Munoz-Cristobal, Juan A.; Asensio-Perez, Juan I.; Martinez-Mones, Alejandra; Prieto, Luis P.; Jorrin-Abellan, Ivan M.; Dimitriadis, Yannis – IEEE Transactions on Learning Technologies, 2018
Technology offers rich opportunities for learning across different physical and virtual spaces. However, most of current across-spaces proposals are either highly teacher-centered, inflexible in the students' self-management of learning artifacts during the enactment, or allow the teacher little/no control of such students' management of…
Descriptors: Computer Uses in Education, Technology Integration, Pilot Projects, Electronic Learning
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Denham, André R.; Mayben, Robert; Boman, Terri – TechTrends: Linking Research and Practice to Improve Learning, 2016
In the past 15 to 20 years there has been an increased interest in the use of games for learning. A considerable amount of work has already been done by educational researchers and theorists (Gee, Squire, Malone, Lepper, Shaffer, etc.) to identify and to operationalize the native affordances of games that make them good for learning. Unfortunately…
Descriptors: Elementary Secondary Education, Educational Games, Computer Software, Computer Uses in Education
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Macauda, Anita – Research on Education and Media, 2018
This contribution presents the results of research on teaching practices supported by augmented reality conducted in school contexts in the three-year period 2015-2017. With reference to the objectives of the National Plan for Digital Education relating to the realisation of innovative learning pathways to promote critical thinking, reflection and…
Descriptors: Computer Simulation, Simulated Environment, Teaching Methods, Educational Technology
Mathew, Bincy; Raja, B. William Dharma – Journal on School Educational Technology, 2015
Humans are social beings and the social cognition focuses on how one form impressions of other people, interpret the meaning of other people's behaviour and how people's behaviour is affected by our attitudes. The school provides complex social situations and in order to thrive, students must possess social cognition, the process of thinking about…
Descriptors: Thinking Skills, Social Cognition, Computer Uses in Education, Student Centered Learning
Daccord, Tom; Reich, Justin – Educational Leadership, 2015
Without a change in our technology integration strategies, there's no reason to expect that a new device will magically create new teaching practices. In some iPad classrooms, students are engaged in truly innovative work. On the whole, however, tablets are most often used to reproduce existing practices. To make the most of their investment in…
Descriptors: Computer Uses in Education, Handheld Devices, Instructional Innovation, Teaching Methods
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Davidsen, Jacob; Vanderlinde, Ruben – Technology, Pedagogy and Education, 2016
Touchscreens are being integrated into classrooms to support collaborative learning, yet little empirical evidence has been presented regarding how children collaborate using touchscreens in classrooms. In particular, minimal research has been directed towards how teachers can design for and guide children's touchscreen-based collaboration.…
Descriptors: Manipulative Materials, Technology Integration, Cooperative Learning, Educational Technology
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Morgan, Hani – Childhood Education, 2013
Many teachers are organizing interactive Skype sessions. By taking advantage of Skype to allow students to interact with guests outside the classroom, sometimes thousands of miles away, teachers from all over the world are creating new opportunities for students to make academic gains in a motivating way. In this article, the author discusses the…
Descriptors: Educational Technology, Computer Uses in Education, Computer Mediated Communication, Technology Integration
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Thamarasseri, Ismail – Journal on School Educational Technology, 2014
Rapid technological advancement influences the communication and information management as well as knowledge construction. Within the context of new challenges, lifelong learning emerges a fundamental element for the constant development of professionals. So that it dynamically adapts to change and retain a state-of-the-art identity. At present,…
Descriptors: Active Learning, Student Projects, Computer Uses in Education, Technology Integration
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Donna, Joel D.; Miller, Brant G. – Canadian Journal of Learning and Technology, 2013
Technology plays a crucial role in facilitating collaboration within the scientific community. Cloud-computing applications, such as Google Drive, can be used to model such collaboration and support inquiry within the secondary science classroom. Little is known about pre-service teachers' beliefs related to the envisioned use of collaborative,…
Descriptors: Technology Integration, Preservice Teachers, Student Attitudes, Barriers
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Slavin, Robert E.; Lake, Cynthia; Hanley, Pam; Thurston, Allen – Journal of Research in Science Teaching, 2014
This article presents a systematic review of research on the achievement outcomes of all types of approaches to teaching science in elementary schools. Study inclusion criteria included use of randomized or matched control groups, a study duration of at least 4 weeks, and use of achievement measures independent of the experimental treatment. A…
Descriptors: Elementary School Science, Science Programs, Program Evaluation, Inquiry
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