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51. Designing and building an on-line community: The struggle to support sociability in the inquiry learning forum.

52. Toward a design theory of problem solving.

53. Toward a post-modern agenda in instructional technology.

54. Cognitive requirements for learning with open-ended learning environments.

55. Television and skill development.

56. Integrating technology.

57. Instructional design and development.

58. Media services.

59. New research paradigms in instructional technology: An inquiry.

60. Research abstracts.

61. Activity theory as a framework for designing constructivist learning environments.

62. Embedding cooperative learning into the design of integrated learning systems: Rationale and guidelines.

63. The real world on a short leash: The (mis) application of constructivism to the design of educational technology.

64. Research abstracts.

66. Fifty-one families with computers: A study of children's academic uses of microcomputers at home.

67. Implications of technological change for higher education reform.

69. Feature films.

70. Internet.

71. Total quality management.

72. Professional community.

73. Competition and students’ perceptions in a game-based language learning environment.

74. Toward a framework on how affordances and motives can drive different uses of scaffolds: theory, evidence, and design implications.

75. Are gender differences in perceived and demonstrated technology literacy significant? It depends on the model.

76. The experiences of students with learning disabilities in a higher education virtual campus.

77. The influence of the use of technology on student outcomes in a blended learning context.

78. Team design communication patterns in e-learning design and development.

79. Computer-based assessment of Complex Problem Solving: concept, implementation, and application.

80. Validation study of a method for assessing complex ill-structured problem solving by using causal representations.

81. Team-based complex problem solving: a collective cognition perspective.

82. A teachable-agent-based game affording collaboration and competition: evaluating math comprehension and motivation.

83. Learning effects of an experimental EFL program in Second Life.

84. Knowledge Building Discourse Explorer: a social network analysis application for knowledge building discourse.

85. Developing a pedagogical-technical framework to improve creative writing.

86. Development of a personalized educational computer game based on students' learning styles.

87. The role of affective and motivational factors in designing personalized learning environments.

88. Special issue on cognition and learning technology.

89. Monitoring the effect of Internet use on students behavior case study: Technical Faculty Bor, University of Belgrade.

90. Designing for decision making.

91. Investigating the influences of a LEAPS model on preservice teachers' problem solving, metacognition, and motivation in an educational technology course.

92. Representational guidance and student engagement: examining designs for collaboration in online synchronous environments.

93. A review of online course dropout research: implications for practice and future research.

94. Educational knowledge generation from administrative data.

95. A phenomenological approach to experiences with technology: current state, promise, and future directions for research.

96. Theory to reality: a few issues in implementing problem-based learning.

97. Prospective teachers' insights towards scaffolding students' writing processes through teacher-student role reversal in an online system.

98. Self-regulation of motivation when learning online: the importance of who, why and how.

99. Contrasts in student engagement, meaning-making, dislikes, and challenges in a discovery-based program of game design learning.

100. The design of motivational agents and avatars.