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Showing 1 to 15 of 130 results
Looi, Chee-Kit; Wong, Lung-Hsiang – Educational Technology & Society, 2014
Many countries, regions and education districts in the world have experimented with models of one-device-per-student as an enabler of new or effective pedagogies supported by mobile technologies. Researchers have also designed innovations or interventions for possible adoption by schools or for informal learning. Of critical interest to the…
Descriptors: Electronic Learning, Curriculum Implementation, Foreign Countries, Educational Innovation
Liu, Ming; Calvo, Rafael A.; Rus, Vasile – Educational Technology & Society, 2014
Critical review skill is one important aspect of academic writing. Generic trigger questions have been widely used to support this activity. When students have a concrete topic in mind, trigger questions are less effective if they are too general. This article presents a learning-to-rank based system which automatically generates specific trigger…
Descriptors: Electronic Learning, Natural Language Processing, Questioning Techniques, Classification
Chen, Gwo-Dong; Nurkhamid; Wang, Chin-Yeh; Yang, Shu-Han; Chao, Po-Yao – Educational Technology & Society, 2014
In a classroom, obtaining active, whole-focused, and engaging learning results from a design is often difficult. In this study, we propose a self-observation model that employs an instinctive interface for classroom active learning. Students can communicate with virtual avatars in the vertical screen and can react naturally according to the…
Descriptors: Models, Active Learning, Computer Uses in Education, Computer Interfaces
Verdugo, Renato; Barros, Leonardo; Albornoz, Daniela; Nussbaum, Miguel; McFarlane, Angela – Educational Technology & Society, 2014
Searching online is one of the most powerful resources today's students have for accessing information. Searching in groups is a daily practice across multiple contexts; however, the tools we use for searching online do not enable collaborative practices and traditional search models consider a single user navigating online in solitary. This…
Descriptors: Class Activities, Computer Uses in Education, Online Searching, Cooperative Learning
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
Woo, Jeng-Chung – Educational Technology & Society, 2014
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Descriptors: Computer Games, Educational Games, Student Motivation, Cognitive Processes
Horiguchi, Tomoya; Imai, Isao; Toumoto, Takahito; Hirashima, Tsukasa – Educational Technology & Society, 2014
Error-based simulation (EBS) has been developed to generate phenomena by using students' erroneous ideas and also offers promise for promoting students' awareness of errors. In this paper, we report the evaluation of EBS used in learning "normal reaction" in a junior high school. An EBS class, where students learned the concept…
Descriptors: Simulation, Error Correction, Learning Processes, Misconceptions
Melero, Javier; Hernandez-Leo, Davinia – Educational Technology & Society, 2014
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
Descriptors: Educational Technology, Educational Games, Puzzles, Teaching Methods
Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies
Cheng, Yung-Ming – Educational Technology & Society, 2014
This study's purpose was to synthesize the user network (including subjective norm and network externality), task-technology fit (TTF), and expectation-confirmation model (ECM) to explain nurses' intention to continue using the blended electronic learning (e-learning) system within medical institutions. A total of 450 questionnaires were…
Descriptors: Intention, Nurses, Nursing, Nursing Education
Wong, Kung-Teck; Teo, Timothy; Goh, Pauline Swee Choo – Educational Technology & Society, 2014
The purposes of this study were to develop and to conduct an initial psychometric evaluation of the Interactive Whiteboard Acceptance Scale (IWBAS). The process of item-generation for the IWBAS was carried out through the sequential mixed-method approach. A total of 149 student teachers from a teacher-education institution in Australia…
Descriptors: Psychometrics, Mixed Methods Research, Student Teacher Attitudes, Student Teachers
Huang, Rui-Ting – Educational Technology & Society, 2014
Although a considerable number of studies have revealed that self-management of learning (SML) could be closely related to learning achievements, there is still a paucity of research investigating the moderating effect of self-management of learning on mobile learning outcomes. Accordingly, the primary purpose of this study was to explore the…
Descriptors: Foreign Countries, Self Management, Academic Achievement, Electronic Learning
Roman, Monica; Popescu, Dorin; Selisteanu, Dan – Educational Technology & Society, 2013
The objective of the present work was to implement a teaching system useful in modeling and simulation of biotechnological processes. The interactive system is based on applications developed using 20-sim modeling and simulation software environment. A procedure for the simulation of bioprocesses modeled by bond graphs is proposed and simulators…
Descriptors: Models, Computer Simulation, Biotechnology, Engineering Education
Piyayodilokchai, Hongsiri; Panjaburee, Patcharin; Laosinchai, Parames; Ketpichainarong, Watcharee; Ruenwongsa, Pintip – Educational Technology & Society, 2013
With the benefit of multimedia and the learning cycle approach in promoting effective active learning, this paper proposed a learning cycle approach-based, multimedia-supplemented instructional unit for Structured Query Language (SQL) for second-year undergraduate students with the aim of enhancing their basic knowledge of SQL and ability to apply…
Descriptors: Multimedia Instruction, Active Learning, Computer Science Education, Undergraduate Students
Navarro, Antonio; Fernandez-Pampillon, Ana Ma.; Fernandez-Chamizo, Carmen; Fernandez-Valmayor, Alfredo – Educational Technology & Society, 2013
Electronic learning objects (LOs) are commonly conceived of as digital units of information used for teaching and learning. To facilitate their classification for pedagogical planning and retrieval purposes, LOs are complemented with metadata (e.g., the author). These metadata are usually restricted by a set of predetermined tags to which the…
Descriptors: Electronic Learning, Resource Units, Classification, Metadata
Vavpotic, Damjan; Zvanut, Bostjan; Trobec, Irena – Educational Technology & Society, 2013
In modern pedagogical processes various teaching methods and approaches (elements of the pedagogical process -- EPPs) are used ranging from traditional ones (e.g., lectures, books) to more recent ones (e.g., e-discussion boards, e-quizzes). Different models for evaluation of the appropriateness of EPPs have been proposed in the past. However, the…
Descriptors: Comparative Analysis, Electronic Learning, Conventional Instruction, Intermode Differences

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