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50 Years of ERIC
50 Years of ERIC
The Education Resources Information Center (ERIC) is celebrating its 50th Birthday! First opened on May 15th, 1964 ERIC continues the long tradition of ongoing innovation and enhancement.

Learn more about the history of ERIC here. PDF icon

Showing 1 to 15 of 149 results
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Proctor, Michael D.; Marks, Yaela – Computers & Education, 2013
This research reports and analyzes for archival purposes surveyed perceptions, use, and access by 259 United States based exemplar Primary and Secondary educators of computer-based games and technology for classroom instruction. Participating respondents were considered exemplary as they each won the Milken Educator Award during the 1996-2009…
Descriptors: Teacher Attitudes, Elementary School Teachers, Computer Uses in Education, Educational Technology
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Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min – Computers & Education, 2013
Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…
Descriptors: Foreign Countries, Addictive Behavior, Computer Games, Writing Instruction
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van Deursen, A. J. A. M.; van Diepen, S. – Computers & Education, 2013
In this study, the information and strategic Internet skills of Dutch secondary students were measured in a performance test. Participating students were asked to complete assignments on the Internet. The findings reveal that the levels of both information and strategic Internet skills have much room for improvement. Of the variables that…
Descriptors: Internet, Skill Analysis, Information Literacy, Information Skills
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Hsu, Ching-Kun; Hwang, Gwo-Jen; Chang, Chih-Kai – Computers & Education, 2013
In this paper, a personalized recommendation-based mobile language learning approach is proposed. A mobile learning system has been developed based on the approach by providing a reading material recommendation mechanism for guiding EFL (English as Foreign Language) students to read articles that match their preferences and knowledge levels, and a…
Descriptors: Electronic Learning, English (Second Language), Second Language Instruction, Individualized Instruction
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Wohn, Donghee Yvette; Ellison, Nicole B.; Khan, M. Laeeq; Fewins-Bliss, Ryan; Gray, Rebecca – Computers & Education, 2013
Using survey data collected from a sample of high school students in the United States (N = 504), this study examined how different types of social capital associated with parents, close friends, and Facebook Friends were related to students' confidence about their knowledge of the college application process and their expectations about…
Descriptors: College Choice, High School Students, Social Capital, Social Networks
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Ahmed, Sohaib; Parsons, David – Computers & Education, 2013
Recent advancements in digital technology have attracted the interest of educators and researchers to develop technology-assisted inquiry-based learning environments in the domain of school science education. Traditionally, school science education has followed deductive and inductive forms of inquiry investigation, while the abductive form of…
Descriptors: Handheld Devices, Technology Uses in Education, Inquiry, Active Learning
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest aims at…
Descriptors: Computer Games, Archaeology, High School Students, Intention
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Matzat, U. – Computers & Education, 2013
This article examines whether a mixture of virtual and real-life interaction--in contrast to purely virtual interaction--among some members of online communities for teachers is beneficial for all teachers' professional development in the whole community. Earlier research indicated that blended communities tend to face fewer trust and free rider…
Descriptors: Foreign Countries, Blended Learning, Internet, Computer Mediated Communication
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Campigotto, Rachelle; McEwen, Rhonda; Epp, Carrie Demmans – Computers & Education, 2013
A five-month exploratory study was conducted with iOS mobile devices in two Toronto area schools with students in grades 7 through 12. Both classrooms were identified as Special Education classes by the Ontario Ministry of Education, and each student was identified as having exceptionalities requiring additional support and differentiation within…
Descriptors: Foreign Countries, Special Needs Students, Vocabulary, Information Processing
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Jones, Ann C.; Scanlon, Eileen; Clough, Gill – Computers & Education, 2013
Mobile technologies can support learning across different contexts as their portability enables them to be used by the learner in whichever context she or he is in. They can be particularly beneficial in informal and semiformal contexts where learners have more control over their learning goals and where motivation is often high. Inquiries in…
Descriptors: Case Studies, Inquiry, Informal Education, Learner Controlled Instruction
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Liu, Mei-hui – Computers & Education, 2012
This study investigated the application of an online videocase discussion community into fostering preservice and inservice EFL (English as a foreign language) teachers' professional development in Taiwan. This investigation further revealed the nature and development of discussion discourse and the participating teachers' perceptions of this…
Descriptors: Foreign Countries, Electronic Learning, Preservice Teachers, Secondary School Teachers
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Raes, Annelies; Schellens, Tammy; De Wever, Bram; Vanderhoven, Ellen – Computers & Education, 2012
This study investigated the impact of different modes of scaffolding on students who are learning science through a web-based collaborative inquiry project in authentic classroom settings and explored the interaction effects with students' characteristics. The intervention study aimed to improve "domain-specific knowledge" and "metacognitive…
Descriptors: Quasiexperimental Design, Student Attitudes, Prior Learning, Problem Solving
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Shieh, Ruey S. – Computers & Education, 2012
Technology-Enabled Active Learning (TEAL) is a pedagogical innovation established in a technology-enhanced multimedia studio, emphasizing constructivist-oriented teaching and learning. In Taiwan, an increasing number of schools are adopting the TEAL notion to deliver courses. This study examines the impact of TEAL on both student performance and…
Descriptors: Foreign Countries, Educational Technology, Constructivism (Learning), Science Activities
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Spanjers, Ingrid A. E.; van Gog, Tamara; Wouters, Pieter; van Merrienboer, Jeroen J. G. – Computers & Education, 2012
Segmentation of animations, that is presenting them in pieces rather than as a continuous stream of information, has been shown to have a beneficial effect on cognitive load and learning for novices. Two different explanations of this segmentation effect have been proposed. Firstly, pauses are usually inserted between the segments, which may give…
Descriptors: Cues, Cognitive Processes, Difficulty Level, Animation
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Yang, Ya-Ting C.; Wu, Wan-Chi I. – Computers & Education, 2012
The purpose of this study was to explore the impact of Digital storytelling (DST) on the academic achievement, critical thinking, and learning motivation of senior high school students learning English as a foreign language. The one-year study adopted a pretest and posttest quasi-experimental design involving 110 10th grade students in two English…
Descriptors: Experimental Groups, Quasiexperimental Design, Academic Achievement, Predictor Variables
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