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Hixon, Emily; So, Hyo-Jeong – Educational Technology & Society, 2009
The purpose of this paper is to provide a comprehensive review of how technology has been used to enhance or replace field experiences in preservice teacher preparation programs, and discuss the benefits and limitations of traditional and technology-enhanced/virtual field experience approaches. In this paper, three types of technology-enhanced…
Descriptors: Preservice Teacher Education, Preservice Teachers, Field Experience Programs, Barriers
Designing Oral Participation in Second Life--A Comparative Study of Two Language Proficiency Courses
Deutschmann, Mats; Panichi, Luisa; Molka-Danielsen, Judith – ReCALL, 2009
The following paper presents two stages of an action research project involving two oral proficiency courses held in the virtual world Second Life. Course 1 was conducted during the Autumn of 2007. Based on the experiences of this course, we redesigned many aspects of it in order to improve student activity in terms of oral participation and gave…
Descriptors: Action Research, Student Participation, Comparative Analysis, Language Proficiency
Wright, Vivian H.; Burnham, Joy J.; Inman, Christopher T.; Ogorchock, Heather N. – Journal of Computing in Teacher Education, 2009
This study examined cyberbullying in three distinct phases to facilitate a multifaceted understanding of cyberbullying. The phases included (a) a quantitative survey, (b) a qualitative focus group, and (c) development of educational scenarios/simulations (within the Second Life virtual environment). Phase III was based on adolescent feedback about…
Descriptors: Prevention, Focus Groups, Virtual Classrooms, Bullying
She, Hsiao-Ching; Chen, Yi-Zen – Computers & Education, 2009
This study examined how middle school students constructed their understanding of the mitosis and meiosis processes at a molecular level through multimedia learning materials presented in different interaction and sensory modality modes. A two (interaction modes: animation/simulation) by two (sensory modality modes: narration/on-screen text)…
Descriptors: Animation, Eye Movements, Attention, Interaction
Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
Dabbagh, Nada; Blijd, Cecily Williams – Journal of Educational Multimedia and Hypermedia, 2009
This study is a third in a series of studies that examined students' information seeking and problem solving behaviors while interacting with one of two types of web-based representations of an ill-structured instructional design case: hierarchical (tree-like) and heterarchical (network-like). A Java program was used to track students' hypermedia…
Descriptors: Medical Education, Graduate Students, Quasiexperimental Design, Problem Based Learning
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
Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
Kim, Sung-Ho – 1992
There has been increasing attention to the fine structure of abilities underlying task performance (E. H. Haertel and D. E. Wiley). One of the most useful approaches for this is by use of graphical models to represent relationships among abilities and test items. Building a large graphical model is always an issue. Restrictions upon experiments…
Descriptors: Ability, Data Collection, Equations (Mathematics), Performance
Fan, Xitao; Wang, Lin – 1995
The jackknife and bootstrap methods are becoming more popular in research. Although the two approaches have similar goals and employ similar strategies, information is lacking with regard to the comparability of their results. This study systematically investigated the issue for a canonical correlation analysis, using data from four random samples…
Descriptors: Comparative Analysis, Correlation, Monte Carlo Methods, Sample Size
Nandakumar, Ratna – 1995
A modification of the SIBTEST procedure to assess differential item functioning (DIF) for two-dimensional test data (i.e., data for tests where two intended abilities are tapped by test items) is described. A small simulation study is carried out to assess the performance of the modified SIBTEST to detect DIF in such two-dimensional data. The…
Descriptors: Ability, Identification, Item Bias, Power (Statistics)
Grube, Karl W. – 1994
The Grube Method of Instruction is a teaching and learning system for the acquisition and reinforcement of essential learned skills necessary for school success. The system consists of an illustrated book of useful information, a deck of standard playing cards, and an educationally designed gameboard. It is appropriate for students aged three…
Descriptors: Childrens Games, Elementary Education, Games, Play
Grube, Karl W. – 1994
This paper describes how to create a deck of 56 playing cards using historical or educational facts in place of the numbers on the playing cards. Card data also deal with various games and activities to address interest and learning styles. (EH)
Descriptors: Childrens Games, Elementary Education, Games, Play
Beasley, T. Mark – 1996
Robustness and power of parametric, semi-parametric, and nonparametric tests of between-group discordance were compared in this simulation study. The empirical Type I error rates and power of nine tests were compared. When data were sampled from the any differences especially favor young women in single-sex Catholic secondary schools, and whether…
Descriptors: Comparative Analysis, Group Membership, Nonparametric Statistics, Robustness (Statistics)
Jiang, Hai; Tang, K. Linda – 1998
This discussion of new methods for calibrating item response theory (IRT) models looks into new optimization procedures, such as the Genetic Algorithm (GA) to improve on the use of the Newton-Raphson procedure. The advantages of using a global optimization procedure like GA is that this kind of procedure is not easily affected by local optima and…
Descriptors: Algorithms, Item Response Theory, Mathematical Models, Simulation

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