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Showing 2,626 to 2,640 of 270,435 results
Kim, Jin-Young – Computers & Education, 2012
This study explores and describes different viewpoints on blended e-Education by using Q methodology to identify students' perspectives and classify them into perceptional types. It is also designed to examine possible relationships among learner's perceptional type, characteristics (i.e., academic self-efficacy, interest in blended e-Education,…
Descriptors: Foreign Countries, Undergraduate Students, College Instruction, Self Efficacy
Zou, Junhua; Liu, Qingtang; Yang, Zongkai – Computers & Education, 2012
Based on Competence Motivation Theory (CMT), a Moodle course for schoolchildren's table tennis learning was developed (The URL is http://www.bssepp.com, and this course allows guest access). The effects of the course on students' knowledge, perceived competence and interest were evaluated through quantitative methods. The sample of the study…
Descriptors: Racquet Sports, Physical Education, Intervention, Motivation Techniques
Jang, Syh-Jong; Tsai, Meng-Fang – Computers & Education, 2012
There has been an increasing tendency to enhance teachers' ability to apply educational technology. Few researchers have investigated with the relationships between the use of interactive whiteboards (IWBs) and the impact on the technological pedagogical and content knowledge (TPACK) of teachers. The purposes of the study were to examine Taiwanese…
Descriptors: Foreign Countries, Elementary School Science, Educational Technology, Science Teachers
Shea, Peter; Bidjerano, Temi – Computers & Education, 2012
This study of over 2000 US college students examines the Community of Inquiry framework (CoI) in its capacity to describe and explain differences in learning outcomes in hybrid and fully online learning environments. We hypothesize that the CoI model's theoretical constructs of "presence" reflect educational effectiveness in a variety of…
Descriptors: Help Seeking, Learner Engagement, Social Environment, Self Management
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
Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
Lee, Jae Hwa; Segev, Aviv – Computers & Education, 2012
Maps such as concept maps and knowledge maps are often used as learning materials. These maps have nodes and links, nodes as key concepts and links as relationships between key concepts. From a map, the user can recognize the important concepts and the relationships between them. To build concept or knowledge maps, domain experts are needed.…
Descriptors: Expertise, Electronic Learning, Concept Mapping, Instructional Materials
Lin, Huann-shyang; Hong, Zuway-R.; Lawrenz, Frances – Computers & Education, 2012
The purpose of this quasi-experimental study was to explore the impact of asynchronous discussion on the quality and complexity of college students' arguments. Three different cohorts of students registered in a physical science course in 2009 Fall, 2010 Spring, and 2010 Fall semesters were briefly supported with scaffolding in class and then…
Descriptors: Computer Mediated Communication, Persuasive Discourse, Physical Sciences, Effect Size
Robertson, Judy – Computers & Education, 2012
This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11-12 year old learners made their own computer games…
Descriptors: Audience Awareness, Females, Gender Differences, Peer Evaluation
Wang, Yanqing; Li, Hang; Feng, Yuqiang; Jiang, Yu; Liu, Ying – Computers & Education, 2012
The traditional assessment approach, in which one single written examination counts toward a student's total score, no longer meets new demands of programming language education. Based on a peer code review process model, we developed an online assessment system called "EduPCR" and used a novel approach to assess the learning of computer…
Descriptors: Programming Languages, Program Effectiveness, Programming, Tests
Ottenbreit-Leftwich, Anne T.; Brush, Thomas A.; Strycker, Jesse; Gronseth, Susie; Roman, Tiffany; Abaci, Serdar; vanLeusen, Peter; Shin, Sungwon; Easterling, Wylie; Plucker, Jonathan – Computers & Education, 2012
Researchers have called for renewed efforts in exploring both what knowledge should be taught in preservice teacher education programs with regard to technology, and how to best prepare teachers to effectively use that knowledge to support teaching and learning. This study compared the importance of technology topics from teacher educators and…
Descriptors: Teacher Education Curriculum, Teacher Education Programs, Teacher Educators, Thinking Skills
DeCoursey, C. A. – Computers & Education, 2012
This paper explores the attitudes of teachers, as adult learners, towards learning to do animation. A part of popular culture which second-language students enjoy, until recently, animation has been technically too demanding for non-specialists to learn. Adult learners can experience e-learning as transformative, but also as a barrier. Thus,…
Descriptors: Electronic Learning, Animation, Popular Culture, Cartoons
Ertmer, Peggy A.; Ottenbreit-Leftwich, Anne T.; Sadik, Olgun; Sendurur, Emine; Sendurur, Polat – Computers & Education, 2012
Early studies indicated that teachers' enacted beliefs, particularly in terms of classroom technology practices, often did not align with their espoused beliefs. Researchers concluded this was due, at least in part, to a variety of external barriers that prevented teachers from using technology in ways that aligned more closely with their beliefs.…
Descriptors: Elementary Secondary Education, Knowledge Level, Technology Integration, Educational Technology
Tasir, Zaidatun; Pin, Ong Chiek – Computers & Education, 2012
A printed module should consist of media elements, namely text and pictures, which are self-instructional and could cater to the needs of the user. However, the typical platform of such visualization frequently overloads the limited working memory causing split attention and redundancy effects. The purpose of this study is to design and develop a…
Descriptors: Teacher Education, Control Groups, Rating Scales, Short Term Memory
Liu, Chien-Jen; Yang, Shu Ching – Computers & Education, 2012
The goal of this study is to better understand how the study participants' cognitive discourse is displayed in their learning transaction in an asynchronous, text-based conferencing environment based on Garrison's Practical Inquiry Model (2001). The authors designed an online information ethics course based on Bloom's taxonomy of educational…
Descriptors: Educational Objectives, Prior Learning, Ethics, Secondary School Students

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