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  • {{quotation|The theme, or educational philosophy, [...] is one we call ‘communal constructivism’, by which we * games (Game)
    15 KB (2,073 words) - 04:03, 10 April 2021
  • ...is an easy-to-use, customizable online test maker for business, training & educational assessment with tests and quizzes graded instantly.}}. A limited version is * [http://www.classtools.net/ Classtools] Quote: {{quotation|Create free games, quizzes, activities and diagrams in seconds! Host them on your own blog, w
    6 KB (762 words) - 03:48, 10 April 2021
  • ...followup project of [[BioLogica]]. There are three variants for different educational levels. ...sistent with the findings of research syntheses on the efficacy of digital games and simulations (Clark et al. 2014; Sitzmann 2011; Wouters et al. 2013), th
    5 KB (712 words) - 03:47, 10 April 2021
  • * [http://www.coe.uh.edu/digital-storytelling/ Educational Uses of Digital Storytelling Website]
    6 KB (806 words) - 02:19, 10 April 2021
  • ...driving force to develop new strategies, with the basic assumption that [[educational technologies]] can facilitate pedagogical scenarios. In the context of educational technology:
    28 KB (3,584 words) - 04:03, 10 April 2021
  • ...that generate midi sounds (e.g. in instructional applications or computer games). The advantage of using midi formats in educational technology and computer games, are twofold. Midi files take little space and sounds can be dynamically ge
    13 KB (1,914 words) - 03:48, 10 April 2021
  • Possible relevance for educational technologies: The fact that a government agency has been created to sponsor * It could be useful to provide a perspective on the analysis of educational reform policies
    16 KB (2,144 words) - 02:18, 10 April 2021
  • ...ng (understood in very broad sense) at any level. Put more simply: serious games are used for more than entertainment. (Susi et al. 2007, Breuer & Bente, 20 ...s coined by Ben Sawyer in his 2003 paper on the potential of using digital games for policy making (Sawyer 2003).}}
    72 KB (10,203 words) - 04:03, 10 April 2021
  • * See also: The [[LAMS]] and [[DialogPlus Toolkit]] system, [[Educational modeling language]] and [[IMS Learning Design]] ...rs to create and conduct structured collaborative activities in the actual educational setting
    13 KB (1,869 words) - 02:18, 10 April 2021
  • ...n to design and soft skills. The literature discusses four reasons for the educational use of computer-aided design and manufacturing (CAD/CAM), called “digital ...l education and identity work, of which we will show examples. Students in educational technology learn technology relatively easily and acquire transferable skil
    12 KB (1,632 words) - 02:18, 10 April 2021
  • ...simple and readily accessible, thus enabling resurgence of this important educational medium.}} (retrieved 18:00, 7 April 2010 (UTC)) == Educational constructionist play worlds ==
    29 KB (3,885 words) - 02:38, 10 April 2021
  • * Select educational technology == Educational Technology Overview ==
    71 KB (9,713 words) - 20:17, 29 March 2023
  • '''Microworlds''' are a kind of [[educational technologies | educational technology]] used in [[constructionism | constructionist]] [[instructional ...ironments to produce animated stories, simulations, interactive art, video games.
    26 KB (3,568 words) - 04:03, 10 April 2021
  • ; Storyboarding software for films and games ...he Role of Computers in the Writing Process. The Turkish Online Journal of Educational Technology - TOJET October 2006, Volume 5, Issue 4, Article 8
    10 KB (1,369 words) - 04:03, 10 April 2021
  • See also [[Problem-based learning and electronic games]] ...roblem based curricula do appear to provide a friendlier and more inviting educational climate."
    31 KB (4,228 words) - 13:49, 3 November 2022
  • * In 2005 it appears more frequently in the educational technology literature (e.g. Dalsgard, 2006 or [http://insight.eun.org/ww/en ...onal web-services like [[LMS]]s, [[virtual environment]]s, [[MMORPG]]-like games, an so forth. However, we prefer a more narrow definition of social softwar
    33 KB (4,640 words) - 03:37, 10 April 2021
  • ...be able to communicate across epistemic divides using different epistemic games. (Morrison and Collins, 2996). In a similar way, Bing and Redish (2011) arg * Lakkala, Minna (2010). How to design educational settings to promote collaborative inquiry: Pedagogical infrastructures for
    10 KB (1,210 words) - 03:37, 10 April 2021
  • ...-205-27691-1. (This is probably the best overall introductory textbook for educational technology, but weak regarding in [[CMC]], including e-learning). ...ed peer discourse and knowledge acquisition techniques. British Journal of Educational Technology 36:5, 821-837
    21 KB (2,871 words) - 03:37, 10 April 2021
  • ...dressing fundamental issues of learning, teaching and social organization. Educational technology as practice refers to any form of teaching and learning that mak ...telligence, computer science, etc.) plus experiential knowledge drawn from educational practice.
    50 KB (6,775 words) - 04:03, 10 April 2021
  • ...cility attached to research and development units in larger organizations. Educational and public fab labs however, were created much later under the impulse of [ ...various strands of [[constructionism]] or even older learning theories or educational models (e.g. Dewey and Freinet). But as we said before, fab labs do have a
    39 KB (5,965 words) - 02:38, 10 April 2021
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