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Branch, Robert Maribe, Ed.; Lee, Hyewon, Ed.; Tseng, Sheng-Shiang, Ed. – Educational Media and Technology Yearbook, 2021
This book is Volume 43 of the Educational Media and Technology Yearbook. For the past 40 years, our Yearbook has contributed to the field of Educational Technology by presenting contemporary topics, ideas, and developments regarding diverse technology tools for education. The Yearbook has inspired researchers, practitioners, and teachers to…
Descriptors: Educational Technology, Technology Uses in Education, Elementary Secondary Education, Educational Media
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Hokanson, Brad; Andzenge, Senenge T. – Educational Media and Technology Yearbook, 2021
How much has been lost in pursuit of convenience with the "learning anytime, anywhere" model? This aphorism stresses delivery and access as central goals of its broad application. Distance or technology-enhanced learning is an important step forward for education in general, but the learning effectiveness is low. Much of the challenge…
Descriptors: Synchronous Communication, Distance Education, Educational Technology, Technology Uses in Education
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West, Richard E.; Pfleger, Isaac – Educational Media and Technology Yearbook, 2021
The field of educational technology has a rich history of scholarly research incorporating a wide variety of methods, spanning both qualitative and quantitative paradigms, that has been published in an even wider collection of journals. Because our discipline integrates with other disciplines as a "meta" field, publication data is…
Descriptors: Educational Technology, Technology Uses in Education, Educational Research, Periodicals
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Mativo, John – Educational Media and Technology Yearbook, 2021
Robots and robot technology have been used widely across disciplines at the postsecondary level, but have not gained traction at the secondary (K-12) level. In higher education, for example, mechanical engineers design the kinematics of a robot, the electrical engineers determine electrical needs, and the industrial and systems engineers determine…
Descriptors: Robotics, Technology Integration, Technology Uses in Education, Secondary Education
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Brown, Abbie; Green, Tim – Educational Media and Technology Yearbook, 2021
Comprised of four sections, Overall Developments, Corporate Training and Development, Higher Education, and K-12 Education, this chapter synthesizes the findings of major annual reports, including the Association for Talent Development's "2019 State of the Industry" (Ho, M. 2019 state of the industry: Talent development benchmarks and…
Descriptors: Educational Trends, Educational Technology, Technology Uses in Education, Instructional Design
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Stefaniak, Jill; Yang, Xigui; DeVaughn, Philena – Educational Media and Technology Yearbook, 2021
A number of studies have been conducted exploring competencies expected of instructional designers in the field. The results of these studies that have explored competencies and the alignment and discrepancies between instructional designers and their clients' and employers' expectations demonstrate the need for instructional designers to be…
Descriptors: Instructional Design, Graduate Study, Competence, Faculty Development
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Jensen, Lucas J.; Valentine, Keri D.; Case, Joshua P. – Educational Media and Technology Yearbook, 2019
The mobile gaming phenomenon "Pokémon Go" is one of the first successful mainstream games to feature augmented reality (AR) components, giving players the feeling of hunting Pokémon in real-life settings. "Pokémon Go" offers players access to "Pokélayer," a game layer laid on top of the real world, combining GPS and…
Descriptors: Games, Simulated Environment, Play, Geographic Information Systems
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Huang, Yu-Tien; Shih, Shu-Min; Tseng, Sheng Shiang – Educational Media and Technology Yearbook, 2019
The effects of social annotation on critical literacy remain controversial, and little research has explained why some students can benefit from social annotation in critical literacy, and some cannot. This chapter investigates the effects of social annotation on critical literacy and the interactive patterns of social annotations. The…
Descriptors: Critical Literacy, Documentation, Cooperative Learning, College Students
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Saunders, Colin P.; Bennett, Jennifer A. – Educational Media and Technology Yearbook, 2019
This chapter provides an overview on how the use of Virtual Reality apps and related activities enhanced student learning in conjunction with a low-tech, team-based, active learning assessment. Our approach for integrating emerging immersive technology in a Cell Biology class, a first of its kind at Otterbein University in Westerville, Ohio, was…
Descriptors: Computer Simulation, Computer Oriented Programs, Active Learning, Educational Technology
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McClendon, V. J.; Riggall, James – Educational Media and Technology Yearbook, 2019
In developing a Virtual Reality (VR) project, the library creates a democratic home for a teaching and lab space for a visiting Fulbright scholar to build energy and community around this new immersive technology. Following three academic quarters of VR teaching, workshops, community outreach, and awareness building, interviews of volunteer…
Descriptors: Computer Simulation, Simulated Environment, Teacher Attitudes, Student Attitudes
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Kaplan-Rakowski, Regina; Meseberg, Kay – Educational Media and Technology Yearbook, 2019
Drawing on the deeply engaging characteristics of virtual reality (VR), augmented reality (AR), and mixed reality (MR), we refer to these three concepts collectively as "immersive media" (IM). IM are often thought of as new concepts, which may hold true in their integrated, holistic forms. However, the technological and psychological…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Media
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Squires, David R. – Educational Media and Technology Yearbook, 2019
A mixed methodology study measuring the usage rates of Augmented Reality (AR) information overlay mapping time-on-task in informal learning environments at a local art museum. This study investigates whether AR systems provide a uniquely beneficial learning context due to AR's native function to overlay information onto physical spaces at an art…
Descriptors: Instructional Design, Computer Simulation, Educational Technology, Technology Uses in Education
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Washington, Erin; Shaw, Carrie – Educational Media and Technology Yearbook, 2019
Embodied Labs works at the intersection of virtual reality storytelling and healthcare workforce training to create experiences where trainees learn from embodying the perspective of the patient and members of the patient's care team. Ninety-four second-year medical students were selected to pilot a virtual reality (VR) geriatric immersion prior…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Empathy
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OShaughnessy, Domhnall – Educational Media and Technology Yearbook, 2019
A thorough appreciation of the three-dimensional arrangement of atoms in molecules is crucial for new students of chemistry and critical to students continuing their studies in chemistry. We discuss current use of molecular models in education and investigate a variety of techniques used over the years to introduce students to atomic orbitals.…
Descriptors: Visualization, Molecular Structure, Chemistry, Science Instruction
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Wilson, R. Scott – Educational Media and Technology Yearbook, 2019
This chapter assesses the usefulness of 360/VR video production in the creation of student VR videos. With the emergence of 360/VR documentary platforms in narrative and documentary film, empathy and presence are often touted as this format's unique contribution beyond traditional documentary modes. However, the lack of an established grammar of…
Descriptors: Video Technology, Design, Computer Simulation, Ethnography
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