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1. iPad versus traditional tools in art and design: A complementary association.

2. Scholarship in the digital age: Open educational resources, publication and public engagement.

3. Recommending peers for learning: Matching on dissimilarity in interpretations to provoke breakdown.

4. Learning English using children's stories in mobile devices.

5. Designing asynchronous online discussion environments: Recent progress and possible future directions.

6. Knowledge matchmaking in Learning Networks: Alleviating the tutor load by mutually connecting Learning Network users.

7. Editorial.

8. Experiencing research-informed teaching from the student perspective: Insights from developing an undergraduate e-journal.

9. The application of artificial intelligence principles to teaching and training.

10. AI in computer-based training.

11. A research analytics framework-supported recommendation approach for supervisor selection.

12. Engaging preservice primary and preprimary school teachers in digital storytelling for the teaching and learning of mathematics.

13. Construction of a digital learning environment based on cloud computing.

14. Creation of reusable open textbooks: Insights from the Connexions repository.

15. Massively Open Online Course for Educators ( MOOC- Ed) network dataset.

16. Using mobile instant messaging to leverage learner participation and transform pedagogy at a South African University of Technology.

17. Open practices and identity: Evidence from researchers and educators' social media participation.

18. A knowledge engineering approach to developing educational computer games for improving students' differentiating knowledge.

19. What do the numbers say? The influence of motivation and peer feedback on students' behaviour in online discussions.

20. When cloud computing meets with Semantic Web: A new design for e-portfolio systems in the social media era.

21. A potential way of enquiry into human curiosity.

22. Frameworks of educational technology.

23. The Fifth Generation and training strategies.

24. Adding an expert to the team: The expert flight plan critic.

25. Fire play: ICCARUS—Intelligent command and control, acquisition and review using simulation.

26. Teaching software engineering by means of computer-game development: Challenges and opportunities.

27. The amazingly patient tutor: students’ interactions with an online carbohydrate chemistry course.

28. Theories underlying perceived changes in teaching and learning after installing a computer network in a secondary school.

29. Editorial: Understanding the past—illuminating the future.

30. Online assessment of learning and engagement in university laboratory practicals.

31. A Web-based EFL writing environment as a bridge between academic advisers and junior researchers: A pilot study.

32. Computer-assisted second language vocabulary instruction: A meta-analysis.

33. The Department for Employment and Open and Flexible Learning 1980–2000.

34. Instructor and adult learner perceptions of the use of Internet‐enabled devices in residential outdoor education programs.

35. How educators build knowledge and expand their practice: The case of open education resources.

36. Development and evaluation of a web map mind tool environment with the theory of spatial thinking and project-based learning strategy.

37. The school website: Facilitating communication engagement and learning.

38. A social network analysis of teaching and research collaboration in a teachers' virtual learning community.

39. Video game learning dynamics: Actionable measures of multidimensional learning trajectories.

40. Integrating a mobile augmented reality activity to contextualize student learning of a socioscientific issue.

41. Competence management system design in international multicultural environment: Registration, transfer, recognition and transparency.

42. Supporting printed books with multimedia: A new way to use mobile technology for learning.

43. Designing spatial-based news presentation as a simple and powerful alternative way of reading the earth.

44. The learning credit card: A tool for managing personal development.

45. CACTUS: Command and control training using knowledge-based simulations.

46. Developing a comprehensive metric for assessing discussion board effectiveness.

47. Impact of internet–based teaching on student achievement.

48. Approaches to studying and perceptions of academic quality in electronically delivered courses.

49. Dynamic Courseware Generation on the WWW.

50. Framed by technology.