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Branch, Robert Maribe, Ed.; Lee, Hyewon, Ed.; Tseng, Sheng Shiang, Ed. – Educational Media and Technology Yearbook, 2019
This is Volume 42 of the "Educational Media and Technology Yearbook." For the past 40 years, the Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. This Yearbook has inspired researchers, practitioners, and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Technology Integration
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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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Brown, Abbie; Green, Tim – Educational Media and Technology Yearbook, 2019
This chapter comprises 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 "Online Report Card: Tracking Online Education in the United States" (Allen & Seaman, 2016) (see ED572777); the…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Online Courses
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Hokanson, Brad; Norden, Amie – Educational Media and Technology Yearbook, 2019
Trends are often narrowly described in educational technology as those that directly affect our domain, such as the use of hardware or software advances or the shift to mobile computing. In a larger sense, trends also describe changes in how we live, how society changes, and the resulting tides of human life. Trends are inclinations or drifts in a…
Descriptors: Technology Uses in Education, Educational Trends, Influence of Technology
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Branch, Robert Maribe, Ed. – Educational Media and Technology Yearbook, 2018
The "Educational Media and Technology Yearbook" has become a standard reference in many libraries and professional collections. It provides a valuable historical record of current ideas and developments in the field. Part One of this updated volume, "Trends and Issues in Learning, Design, and Technology," presents an array of…
Descriptors: Educational Technology, Technology Uses in Education, Instructional Design, Special Education Teachers
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Kenny, Robert F.; Gunter, Glenda A. – Educational Media and Technology Yearbook, 2018
As we move into the second decade of the twenty-first century, educational institutions and especially colleges of education have been under a lot of pressure to update, change, and relook at the way they deliver teacher educational practices. In the process, state departments of education (DOEs) are perceived to be micromanaging these…
Descriptors: Entrepreneurship, Educational Change, Schools of Education, Instructional Design
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West, Richard E.; Thomas, Rebecca A.; Bodily, Robert; Wright, Casey; Borup, Jered – Educational Media and Technology Yearbook, 2018
Many, if not most scholars, argue their fields are evolving rapidly to stay relevant in the twenty-first century. For example, the discipline of humanities is experiencing a dramatic increase in digital programs (Kirschenbaum, 2012), mathematics teaching has shifted to making the math relevant by emphasizing statistics and computational thinking…
Descriptors: Instructional Design, Universities, Information Technology, Departments
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