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Wu, Yonghe; Guo, Shouchao; Zhu, Lijuan – Interactive Learning Environments, 2020
3D design software is a commonly used interactive learning tool in STEM education. It is generally believed that 3D design can effectively train students' spatial thinking and engineering design abilities. There have been many theoretical and practical achievements in the application of 3D printing education, but the evaluation of 3D design is…
Descriptors: Foreign Countries, Elementary School Students, Computer Peripherals, Printing
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Meng, Michael; Steinhardt, Stephanie; Schubert, Andreas – Journal of Technical Writing and Communication, 2018
The success of an application programming interface (API) crucially depends on how well its documentation meets the information needs of software developers. Previous research suggests that these information needs have not been sufficiently understood. This article presents the results of a series of semistructured interviews and a follow-up…
Descriptors: Programming, Computer Interfaces, Documentation, Computer Software
Vogel, Sara Nell Kanoe – ProQuest LLC, 2019
Leadership skills continue to be a priority for the economy, therefore it is imperative for colleges and universities to meet this demand by developing leadership skills in their students. Although concepts of leadership have been explored throughout student development literature, there remains a lack of research on the process by which an…
Descriptors: Undergraduate Students, Asian American Students, Pacific Americans, Females
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Ngo, Federick; Sablan, Jenna – Teachers College Record, 2019
Background/Context: Research on the postsecondary education of Asian and Pacific Islander (API) students has typically focused on attainment within four-year colleges and neglected the experiences of API students in community colleges. However, many API students pursuing postsecondary education, particularly Southeast Asian and Pacific Islander…
Descriptors: Community Colleges, Two Year College Students, Asian American Students, Pacific Americans
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James Castle – International Journal of Designs for Learning, 2024
This design case details a seven-year iterative design process to create an app for use in online physical education classes. Each iteration addresses the shortcomings of the previous version. The most recent iteration of the app allows students to use Fitbit™ devices to record heart rate data, which each student sees as progress toward course…
Descriptors: Physical Education, Online Systems, Electronic Learning, Computer Oriented Programs
Hu, Xiangen; Cai, Zhiqiang; Hampton, Andrew J.; Cockroft, Jody L.; Graesser, Arthur C.; Copland, Cameron; Folsom-Kovarik, Jeremiah T. – Grantee Submission, 2019
In this paper, we consider a minimalistic and behavioristic view of AIS to enable a standardizable mapping of both the behavior of the system and of the learner. In this model, the "learners" interact with the learning "resources" in a given learning "environment" following preset steps of learning…
Descriptors: Artificial Intelligence, Intelligent Tutoring Systems, Metadata, Behavior Patterns
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Perera, Damith; Nykolaiszyn, Juliana M. – Journal of Access Services, 2022
In response to the COVID-19 pandemic, the Oklahoma State University Library developed an open-source application to record real-time building capacity. Library student security tracks building entrances and exits via the program, with current visitor numbers appearing on the library's website via an API. This effort helps administrators have a…
Descriptors: Academic Libraries, Computer Software, Open Source Technology, Library Facilities
Gonzalez, Gabriella C.; Siler-Evans, Kyle; Hunter, Gerald Paul; Broten, Nicholas – RAND Corporation, 2017
This second of five annual reports focuses on employment and wages in energy and advanced manufacturing-related industries and on science, technology, engineering, and mathematics (STEM) education indicators in the Appalachia Partnership Initiative (API) region, comprising twenty-seven counties in Ohio, Pennsylvania, and West Virginia. Together,…
Descriptors: Natural Resources, Fuels, Industry, Wages
Lindert, Lisa; Su, Bude – Educational Technology, 2016
Integrating and documenting formal and informal learning experiences is challenging using the current Shareable Content Object Reference Model (SCORM) eLearning standard, which limits the media and data that are obtained from eLearning. In response to SCORM's limitations, corporate, military, and academic institutions have collaborated to develop…
Descriptors: Instructional Design, Learning Experience, Computer System Design, Electronic Learning
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Ye, Chen; Zhao, Lin – Journal of Information Systems Education, 2023
Businesses assess public sentiment toward relevant topics and gain valuable insights through social media analytics (SMA). Students of business information analytics can therefore reap multiple benefits from SMA as a learning tool. We designed and implemented an SMA capstone project that integrated undergraduate research and community engagement.…
Descriptors: Social Media, Capstone Experiences, Educational Research, Student Projects
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Srikong, Mathuwan; Wannapiroon, Panita; Nilsook, Prachyanun – International Education Studies, 2023
This research was undertaken by synthesizing theories, documents, textbooks, research articles, and related academic articles relating to the wisdom repository management process. The objective is to present a system architecture and develop a knowledge management system which culminates in a repository of crystallized intelligence with a…
Descriptors: Knowledge Management, Management Systems, Archives, Medical Students
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Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Interactive Learning Environments, 2023
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase…
Descriptors: Educational Games, Learning Analytics, Game Based Learning, Computer Mediated Communication
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Gerber, Hannah R.; Sweeney, Kevin; Pasquini, Erica – Educational Media International, 2019
This mixed-methods research was conducted to understand the impact of learning and player growth in a League of Legends summer camp. Eighteen adolescents engaged in a three-day sleep-over summer camp with various team building activities. Data collected included API metadata from pre- and post-camp as well as semi-structured interview data with…
Descriptors: Summer Programs, Resident Camp Programs, Teamwork, Video Games
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Peabody, Michael R. – Measurement: Interdisciplinary Research and Perspectives, 2023
Many organizations utilize some form of automation in the test assembly process; either fully algorithmic or heuristically constructed. However, one issue with heuristic models is that when the test assembly problem changes the entire model may need to be re-conceptualized and recoded. In contrast, mixed-integer programming (MIP) is a mathematical…
Descriptors: Programming Languages, Algorithms, Heuristics, Mathematical Models
Smith, Brent; Milham, Laura – Advanced Distributed Learning Initiative, 2021
Since 2016, the Advanced Distributed Learning (ADL) Initiative has been developing the Total Learning Architecture (TLA), a 4-pillar data strategy for managing lifelong learning. Each pillar describes a type of learning-related data that needs to be captured, managed, and shared across an organization. Each data pillar is built on a set of…
Descriptors: Learning Analytics, Computer Software, Metadata, Learning Activities
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