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Showing 1 to 15 of 22 results Save | Export
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Cukurbasi, Baris; Kiyici, Mubin – Educational Technology & Society, 2018
The purpose of this study was to investigate the high school students' views on instructions based on Flipped Classroom Model (FC) and LEGO applications. The case study, which is one of the qualitative research methods, was used within the scope of the study, the duration of which was 7 weeks. In order to choose the research group of the study,…
Descriptors: High School Students, Student Attitudes, Grade 10, Problem Based Learning
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Wang, Yi-Hsuan – Educational Technology & Society, 2017
The purpose of the present study was to examine the effects of integrating a cloud-based cross-device interactive response system (CCIRS) on enhancing students' classical Chinese learning. The system is a cloud-based IRS system which provides instructors and learners with an environment in which to achieve immediate interactive learning and…
Descriptors: Internet, Information Storage, Audience Response Systems, Technology Uses in Education
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Zengin, Yilmaz; Tatar, Enver – Educational Technology & Society, 2017
The aim of this study was to evaluate the implementation of the cooperative learning model supported with dynamic mathematics software (DMS), that is a reflection of constructivist learning theory in the classroom environment, in the teaching of mathematics. For this purpose, a workshop was conducted with the volunteer teachers on the…
Descriptors: Computer Software, Mathematics Instruction, Cooperative Learning, Educational Technology
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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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Lo, Chung Kwan; Hew, Khe Foon – Educational Technology & Society, 2017
Flipping the classroom is a current pedagogical innovation in many schools and universities. Although interest in flipped classroom (or Inverted Classroom) continues to grow, its implementation so far has been driven more by teachers' intuitive beliefs, rather than empirically-based principles. Many studies merely replace in-class instructions…
Descriptors: Blended Learning, Technology Uses in Education, Educational Technology, 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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Jong, Morris Siu-Yung – Educational Technology & Society, 2017
The "flipped classroom" is an educational strategy about inverting the traditional use of in-class time for conducting lower-level learning activities and out-of-class time for conducting higher-level learning activities. "Guided social inquiry learning" (GSIL), which is a scaffolded constructivist pedagogic approach, has been…
Descriptors: Blended Learning, Technology Uses in Education, Educational Technology, Homework
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Hsu, Ting-Chia; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Programming concepts are important and challenging to novices who are beginning to study computer programming skills. In addition to the textbook content, students usually learn the concepts of programming from the web; however, it could be difficult for novice learners to effectively derive helpful information from such non-structured open…
Descriptors: Web Sites, Teaching Methods, Computer Science Education, Information Sources
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López-Vargas, Omar; Ibáñez-Ibáñez, Jaime; Racines-Prada, Oswaldo – Educational Technology & Society, 2017
The present research's objective is to examine the effects of metacognitive scaffolding and cognitive style in the Field Dependence-Independence (FDI) dimension on cognitive load (CL) and learning achievement (LA) in high school students, when they interact with a hypermedia environment on philosophy (logic). Fifty-four students belonging to two…
Descriptors: High School Students, Metacognition, Cognitive Style, Difficulty Level
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Wang, Hsiu-Ying; Huang, Iwen; Hwang, Gwo-Jen – Educational Technology & Society, 2016
Concept mapping has been widely used in various fields to facilitate students' organization of knowledge. Previous studies have, however, pointed out that it is difficult for students to construct concept maps from the abundant searched data without appropriate scaffolding. Thus, researchers have suggested that students could produce high quality…
Descriptors: Concept Mapping, Scaffolding (Teaching Technique), Climate, High School Students
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Bhagat, Kaushal Kumar; Chang, Cheng-Nan; Chang, Chun-Yen – Educational Technology & Society, 2016
The present study aimed to examine the effectiveness of the flipped classroom learning environment on learner's learning achievement and motivation, as well as to investigate the effects of flipped classrooms on learners with different achievement levels in learning mathematics concepts. The learning achievement and motivation were measured by the…
Descriptors: Blended Learning, Technology Uses in Education, Educational Technology, Mathematics Achievement
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Lu, Fang-Chen; Chang, Ben – Educational Technology & Society, 2016
With the advantages of an engaged and authentic role-play game (RPG), this study aims to develop an RPG-enhanced English for specific purposes (ESP) vocabulary-acquisition framework, providing teachers and students a systematic way to incorporate RPG into ESP learning. The framework is composed of five parts: goal, three-level vocabulary sets, RPG…
Descriptors: Role Playing, Educational Games, English for Special Purposes, Second Language Learning
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Arguedas, Marta; Daradoumis, Thanasis; Xhafa, Fatos – Educational Technology & Society, 2016
Considering social and emotional competence in learning, "emotion awareness" aims to detect the emotions that students show during their learning interactions and make these emotions explicit to them. Being aware of their emotions, students become more conscious of their situation, what may prompt them to behavioral change. The main goal…
Descriptors: Student Motivation, Emotional Response, Self Concept, Consciousness Raising
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Lin, Tsun-Ju; Lan, Yu-Ju – Educational Technology & Society, 2015
This study investigated the research trends in language learning in a virtual reality environment by conducting a content analysis of findings published in the literature from 2004 to 2013 in four top ranked computer-assisted language learning journals: "Language Learning & Technology," "CALICO Journal," "Computer…
Descriptors: Second Language Learning, Computer Simulation, Second Language Instruction, Educational Technology
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Hsu, Yuling; Gao, Yuan; Liu, Tzu-Chien; Sweller, John – Educational Technology & Society, 2015
Based on cognitive load theory, the effect of different levels of instructional detail and expertise in a simulation-based environment on learning about concepts of correlation was investigated. Separate versions of the learning environment were designed for the four experimental conditions which differed only with regard to the levels of written…
Descriptors: Foreign Countries, High School Students, Public Schools, Grade 10
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