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Wardak, Dewa – Designs for Learning, 2020
The aim of this study is to contribute to a better understanding of the nuances of multimodal communication through which educational designers construct shared meanings and ideas. Educational design is a broad and multi-faceted area. Meaning-making in face-to-face educational design meetings is a complex process but is yet to gain attention as a…
Descriptors: Instructional Design, Verbal Communication, Nonverbal Communication, Meetings
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Henssen, Dylan J. H. A.; van den Heuvel, Loes; De Jong, Guido; Vorstenbosch, Marc A. T. M.; van Cappellen van Walsum, Anne-Marie; Van den Hurk, Marianne M.; Kooloos, Jan G. M.; Bartels, Ronald H. M. A. – Anatomical Sciences Education, 2020
Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a…
Descriptors: Anatomy, Neurology, Brain, Computer Uses in Education
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Baccaglini-Frank, Anna; Carotenuto, Gemma; Sinclair, Nathalie – ZDM: The International Journal on Mathematics Education, 2020
Research has highlighted the potential of digital technology to support the development of children's number sense abilities. However, the main focus of such research has been on apps affording directed interactions, where only one solution strategy is available, and it has targeted mostly cardinality. Little is known, in these terms, about task…
Descriptors: Preschool Children, Mathematics Skills, Numeracy, Number Concepts
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Almén, Lars; Bagga-Gupta, Sangeeta; Bjursell, Cecilia – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The aim of the study is to explore students' encounters with digital tools and how they account for their experiences of using digital tools within formal education. Background: While computers have a long history in educational settings, research indicates that digital tools function both as affordances and constraints, and that the…
Descriptors: Foreign Countries, Secondary School Students, Access to Computers, Computer Uses in Education
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Reichert, Frank; Zhang, Deju; Law, Nancy W. Y.; Wong, Gary K. W.; de la Torre, Jimmy – Educational Technology Research and Development, 2020
Digital literacy competence (DL) is an important capacity for students' learning in a rapidly changing world. However, little is known about the empirical structure of DL. In this paper, we review major DL assessment frameworks and explore the dimensionality of DL from an empirical perspective using assessment data collected using authentic…
Descriptors: Technological Literacy, Competence, Computer Software, Computer Oriented Programs
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Shernoff, Elisa S.; Von Schalscha, Katherine; Gabbard, Joseph L.; Delmarre, Alban; Frazier, Stacy L.; Buche, Cédric; Lisetti, Christine – Educational Technology Research and Development, 2020
Simulation offers unique affordances over traditional training (e.g., remote access, mastery learning experiences, immediate feedback) relevant to teacher training in behavior management. This study describes a user-based evaluation of Interactive Virtual Training for Teachers (IVT-T). The study involved observing representative users (seven…
Descriptors: Usability, Instructional Design, Computer Simulation, Teacher Education
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Vangunten, Matthew T.; Walker, Uriah J.; Do, Han G.; Knust, Kyle N. – Journal of Chemical Education, 2020
We demonstrate that the simplicity of preparing functional microfluidic devices using 3D printing is well suited for undergraduate laboratories. Educational experiments utilizing non-paper-based microfluidic devices are often relegated to well-equipped, resource rich universities because traditional fabrication techniques require specialized and…
Descriptors: College Science, Hands on Science, Laboratory Experiments, Science Experiments
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Keating, Xiaofen; Liu, Xiaolu; Stephenson, Rachyl; Guan, Jianmin; Hodges, Michael – European Physical Education Review, 2020
If used appropriately in schools, youth fitness testing can play a significant role in promoting a physically active lifestyle among school-age children. Unfortunately, many issues exist when testing students' health-related fitness (HRF) components, such as privacy concerns, misuse of testing results, and time-consuming test procedures. This…
Descriptors: Health Related Fitness, Physical Education, Self Evaluation (Individuals), Testing Problems
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LaVoie, Noelle; Parker, James; Legree, Peter J.; Ardison, Sharon; Kilcullen, Robert N. – Educational and Psychological Measurement, 2020
Automated scoring based on Latent Semantic Analysis (LSA) has been successfully used to score essays and constrained short answer responses. Scoring tests that capture open-ended, short answer responses poses some challenges for machine learning approaches. We used LSA techniques to score short answer responses to the Consequences Test, a measure…
Descriptors: Semantics, Evaluators, Essays, Scoring
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Faraon, Montathar; Rönkkö, Kari; Wiberg, Mikael; Ramberg, Robert – Education and Information Technologies, 2020
As information technology continues to evolve rapidly in society, coding skills become increasingly essential to develop. The purpose of this article is to examine differences between the learner-centered and sociocultural approaches when teaching and learning coding in higher education. A quasi-experiment was applied over six academic semesters…
Descriptors: Higher Education, Computer Science Education, Computer System Design, Web Sites
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Sankaranarayanan, Sreecharan; Kandimalla, Siddharth Reddy; Cao, Mengxin; Maronna, Ignacio; An, Haokang; Bogart, Chris; Murray, R. Charles; Hilton, Michael; Sakr, Majd; Penstein Rosé, Carolyn – Information and Learning Sciences, 2020
Purpose: In response to the evolving COVID-19 pandemic, many universities have transitioned to online instruction. With learning promising to be online, at least in part, for the near future, instructors may be thinking of providing online collaborative learning opportunities to their students who are increasingly isolated from their peers because…
Descriptors: Curriculum Development, Cooperative Learning, Active Learning, Student Projects
Shernoff, Elisa S.; Von Schalscha, Katherine; Gabbard, Joseph; Delmarre, Alban; Frazier, Stacy L.; Buche, Cedric; Lisetti, Christine – Grantee Submission, 2020
Simulation offers unique affordances over traditional training (e.g., remote access, mastery learning experiences, immediate feedback) relevant to teacher training in behavior management. This study describes a user-based evaluation of Interactive Virtual Training for Teachers (IVT-T). The study involved observing representative users (seven…
Descriptors: Usability, Instructional Design, Computer Simulation, Teacher Education
Rolando E. Mantilla – ProQuest LLC, 2020
The purpose of this quantitative correlational study was to assess if and to what extent effort expectancy, performance expectancy, social influence and facilitating conditions were related to behavioral intention to accept an app for anticoagulation management among providers, mid-level providers and nursing staff in a Department of Public Health…
Descriptors: Health Promotion, Access to Health Care, Health Programs, Handheld Devices
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Shelley, Mack, Ed.; Akcay, Hakan, Ed.; Ozturk, Omer Tayfur, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on March 24-27, 2022 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Peripherals, Equipment
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Vazquez-Calvo, Boris; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel – Language Learning & Technology, 2019
Fan practices involving translation open up opportunities to explore language learning practices within the fandom (Sauro, 2017). We examine how three fans capitalize on fan translation and language learning. We consider the cases of Selo (an English-Spanish translator of games), Nino (a Japanese-Catalan fansubber of anime, and Alro (an…
Descriptors: Translation, Computer Games, Video Technology, Japanese
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