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Showing 1 to 15 of 37 results Save | Export
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2019
This study examined effects of gamified comparison on sixth graders' performance of algebra word problem solving and attitude toward algebra learning. Seventy-two sixth graders were invited to participate in a four-week experimental instruction and assigned to three groups: gamified comparison, comparison, and control. The results showed (1) a…
Descriptors: Grade 6, Algebra, Educational Games, Word Problems (Mathematics)
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Shadiev, Rustam; Hwang, Wu-Yuin; Liu, Tzu-Yu – Educational Technology & Society, 2018
We designed an English as a foreign language (EFL) learning activity supported by smart watches to combine EFL learning with physical exercise such as walking around the school community. We tested the feasibility of our approach to facilitate EFL learning and make it healthy and enjoyable through single subject experimental design. In addition,…
Descriptors: English (Second Language), Second Language Instruction, Educational Technology, Technology Uses in Education
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Ting, Yu-Liang; Tai, Yaming; Tseng, Teng-Hui; Tsai, Shin-Ping – Educational Technology & Society, 2018
Multimedia learning environments facilitate the construction of certain forms of representations and allow users to combine forms of representation that address different modalities. A promising approach entails having students construct representations of the domain. The process of constructing a representation elicits self-explanation effects…
Descriptors: Educational Technology, Technology Uses in Education, Videoconferencing, Handheld Devices
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Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
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Paiva, João C.; Morais, Carla; Moreira, Luciano – Educational Technology & Society, 2017
This paper proposes an ecological framework "Activities with Parents on the Computer" (APC) to bridge home and school contexts by involving parents and students in digital media based assignments. An exploratory case-study was conducted based on ten parent-child dyads that engaged in an APC at home. Attitudes were assessed through a…
Descriptors: Ecological Factors, Home Study, Computer Uses in Education, Parent Child Relationship
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Shin, Suhkyung; Brush, Thomas A.; Glazewski, Krista D. – Educational Technology & Society, 2017
This study explores how web-based scaffolding tools provide instructional support while implementing a socio-scientific inquiry (SSI) unit in a science classroom. This case study focused on how students used web-based scaffolding tools during SSI activities, and how students perceived the SSI unit and the scaffolding tools embedded in the SSI…
Descriptors: Web Based Instruction, Scaffolding (Teaching Technique), Science and Society, Inquiry
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Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong – Educational Technology & Society, 2017
Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…
Descriptors: Teacher Attitudes, Teacher Surveys, Experienced Teachers, Beginning Teachers
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Yoon, Susan; Anderson, Emma; Lin, Joyce; Elinich, Karen – Educational Technology & Society, 2017
Research on learning about science has revealed that students often hold robust misconceptions about a number of scientific ideas. Digital simulation and dynamic visualization tools have helped to ameliorate these learning challenges by providing scaffolding to understand various aspects of the phenomenon. In this study we hypothesize that…
Descriptors: Computer Simulation, Scientific Concepts, Concept Formation, Visualization
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Song, Yanjie; Kapur, Manu – Educational Technology & Society, 2017
The paper reports a quasi-experimental study comparing the "traditional flipped classroom" pedagogical design with the "productive failure" (Kapur, 2016) pedagogical design in the flipped classroom for a 2-week curricular unit on polynomials in a Hong Kong Secondary school. Different from the flipped classroom where students…
Descriptors: Quasiexperimental Design, Blended Learning, Teaching Methods, Technology Uses in Education
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Kostaris, Christoforos; Sergis, Stylianos; Sampson, Demetrios G.; Giannakos, Michail N.; Pelliccione, Lina – Educational Technology & Society, 2017
The emerging Flipped Classroom approach has been widely used to enhance teaching practices in many subject domains and educational levels, reporting promising results for enhancing student learning experiences. However, despite this encouraging body of research, the subject domain of Information and Communication Technologies (ICT) teaching at…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Homework
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de Araujo, Zandra; Otten, Samuel; Birisci, Salih – Educational Technology & Society, 2017
Flipped instruction is becoming more common in the United States, particularly in mathematics classes. One of the defining characteristics of this increasingly popular instructional format is the homework teachers assign. In contrast to traditional mathematics classes in which homework consists of problem sets, homework in flipped classes often…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Video Technology
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Karatas, Ilhan; Tunc, Mutlu Piskin; Yilmaz, Nurbanu; Karaci, Gulzade – Educational Technology & Society, 2017
Technology provides new methods and approaches for educational activities. Therefore, teachers should improve their ability and knowledge to integrate technology into instruction. The use of technology-based learning environment which is effectively used to improve the technological pedagogical content knowledge of pre-service teachers has a…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Teaching Methods, Middle School Teachers
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Giasiranis, Stefanos; Sofos, Loizos – Educational Technology & Society, 2017
The purpose of this study was the investigation of the added value of technology of augmented reality (AR) in education and, particularly, whether this contributes to both student performance improvement, as well as the appearance of the psychological condition of Flow, which according to research, has had a positive effect on their performance…
Descriptors: Attention, Psychological Patterns, Value Added Models, Augmentative and Alternative Communication
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Kim, Hye Jeong; Park, Ji Hyeon; Yoo, Sungae; Kim, Hyeoncheol – Educational Technology & Society, 2016
This article aims to examine the effects of an instructional model that leverages innovative technologies in the classroom to cultivate collaboration that improves students' comprehension, fosters their creativity, and enables them to better express and communicate their ideas through drawing. This discussion focuses on classroom interaction…
Descriptors: Educational Technology, Creativity, Handheld Devices, Telecommunications
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Ozerbas, Mehmet Arif; Erdogan, Bilge Has – Educational Technology & Society, 2016
This study aimed to observe whether the learning environment created by digital classroom technologies has any effect on the academic success and online technologies self-efficacy of 7th grade students. In this study, an experimental design with a pre-test/post-test control group was used. The research was conducted with 58 students in a secondary…
Descriptors: Self Efficacy, Success, Academic Achievement, Electronic Classrooms
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