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Gordon, Jerry; Hayden, Trey; Johnson, Andy; Smith, Brent – Advanced Distributed Learning Initiative, 2020
The DoD's [Department of Defense's] Advanced Distributed Learning (ADL) Initiative is designing a framework of commercial standards, technical specifications, and business rules to enable plug and play interoperability of learning technologies. The Total Learning Architecture (TLA) framework will allow education and training products to…
Descriptors: Armed Forces, Military Training, Educational Technology, Delivery Systems
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Holowka, Peter – International Association for Development of the Information Society, 2020
COVID-19 presented a challenge to the traditional methods of teaching programming and robotics in a secondary school environment. When campuses were closed around the world in the spring of 2020, it was not possible for students to access the computer labs nor the robotics equipment that was traditionally used to facilitate the instruction of…
Descriptors: Robotics, COVID-19, Pandemics, Teaching Methods
Roxanne Hall – ProQuest LLC, 2020
One-to-one device initiatives provide access to digital learning for students; however, little is known about how this process occurs in rural schools. Implementing a one-to-one device initiative may have positive effects on student access to digital technologies as well as student and teacher efficacy when sufficient training happens beforehand.…
Descriptors: Rural Schools, Educational Technology, Access to Computers, Program Effectiveness
Matthew A. Kraft; Alexander Bolves – Annenberg Institute for School Reform at Brown University, 2020
We study the adoption and implementation of a new mobile communication app among a sample of 132 New York City public schools. The app provides a platform for sharing general announcements and news as well as engaging in personalized two-way communication with individual parents. We provide participating schools with free access to the app and…
Descriptors: Telecommunications, Handheld Devices, Computer Mediated Communication, Computer Oriented Programs
Robert Murphy; Jeremy Roschelle; Mingyu Feng; Craig A. Mason – Grantee Submission, 2020
We report on a randomized controlled trial of an intervention that leverages the availability of laptops for all public-school students in the state of Maine. The intervention, called "ASSISTments," provides feedback to students as they solve mathematics homework problems and automatically prepares reports for teachers about student…
Descriptors: Intervention, Program Effectiveness, Access to Computers, Laptop Computers
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Robert Murphy; Jeremy Roschelle; Mingyu Feng; Craig A. Mason – Journal of Research on Educational Effectiveness, 2020
We report on a randomized controlled trial of an intervention that leverages the availability of laptops for all public-school students in the state of Maine. The intervention, called "ASSISTments," provides feedback to students as they solve mathematics homework problems and automatically prepares reports for teachers about student…
Descriptors: Intervention, Program Effectiveness, Access to Computers, Laptop Computers
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diSessa, Andrea A. – Mathematical Thinking and Learning: An International Journal, 2018
This article develops some ideas concerning the "big picture" of how using computers might fundamentally change learning, with an emphasis on mathematics (and, more generally, STEM education). I develop the big-picture model of "computation as a new literacy" in some detail and with concrete examples of sixth grade students…
Descriptors: Computers, Computation, Computer Literacy, Mathematics Instruction
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Paulson, Pryce; Curtis, Jarret; Bartel, Evan; Cyr, Waycen Owens; Lamsal, Chiranjivi – Physics Education, 2018
In this study, the nuts and bolts of designing and building a high powered rocket have been presented. A computer simulation program called RockSim was used to design the rocket. Simulation results are consistent with time variations of altitude, velocity, and acceleration obtained in the actual flight. The actual drag coefficient was determined…
Descriptors: Physics, Science Instruction, Space Sciences, Computer Simulation
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Mayes, Howard; Wong, Chung F. – Journal of Chemical Education, 2018
A new program, ECEP2D, for simulating the one-dimensional (1D) and two-dimensional (2D) patterns of the gel electrophoresis of a protein after it has been digested by one or more enzymes is introduced. With ECEP2D, students can gain deeper insights into gel electrophoresis by performing hands-on simulations. For example, students can visualize how…
Descriptors: Computer Software, Computer Simulation, Comparative Analysis, Biochemistry
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Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – British Journal of Educational Technology, 2018
Three-dimensional virtual world (3DVW) have been adopted extensively in the education sector worldwide, and there has been remarkable growth in the application of these environments for distance learning. A wide variety of universities and educational organizations across the world have utilized this technology for their regular learning and…
Descriptors: Computer Simulation, Higher Education, Computer Uses in Education, Educational Research
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Katz, Irvin R.; Rijmen, Frank; Attali, Yigal – ETS Research Report Series, 2018
Few would argue about the growing importance of information and communication technology (ICT) literacy as relatively new and distinct skills that affect educational attainment, workforce readiness, and lifelong learning. There is less agreement, however, as to what ICT literacy skills and knowledge are, how best to measure them, and strategies…
Descriptors: Factor Structure, Performance Based Assessment, Computer Assisted Testing, Computer Literacy
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Schott, Christian; Marshall, Stephen – Journal of Computer Assisted Learning, 2018
Virtual reality is widely recognized as offering the potential for fully immersive environments. This paper introduces a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The "situated experiential education environment" framework…
Descriptors: Computer Simulation, Experiential Learning, Tourism, Teaching Methods
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Sykes, Julie M. – Foreign Language Annals, 2018
The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Teaching Methods
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Larsen, Lasse Juel – Educational Media International, 2018
The aim of this article is to advance a framework for understanding and teaching game design in higher education, in order to address complexities inherent in teaching game design courses. Everyday teaching and learning game design often deviate from the standard textbook model of game design. In reality everyday teaching and learning operate with…
Descriptors: Design, Models, Higher Education, Educational Games
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Bora, Ashim – Online Submission, 2018
These days, the connection among computers and youngsters comprises a discussion that creates still couple of occurrences since it is another theme on which there is stills far to go. The present exposition tries to add to the topical investigation of the equivalent, uncovering a progression of thoughts and hypothetical pragmatic reflections to…
Descriptors: Technological Advancement, Information Technology, Computers, Computer Uses in Education
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