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Xiao-Fan Lin; Juan Jiang; Guoyu Luo; Xiyu Huang; Wenyi Li; Jiayan Zou; Zhaoyang Wang; Qintai Hu – Educational Technology & Society, 2023
Mitigating the digital divide is essential for the sustainable development of education. To provide distance access which ensures equality in education for both urban and rural students, online learning has been emphasized in the post COVID-19 period. However, some challenges to total online learning have been described, such as isolation and the…
Descriptors: Rural Urban Differences, Digital Literacy, Access to Education, Distance Education
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Sze Ki Marianna Fung; Liping Deng – Educational Technology & Society, 2024
This mixed method study aims to address the lack of self-regulation in primary school students through providing self-regulation training with prompts and modeling in virtual flipped classroom (VFC). A four-week training was integrated into an extra-curricular program of Chinese speech with prompts or modeling embedded in pre-class videos. The…
Descriptors: Self Management, Electronic Learning, Flipped Classroom, Elementary School Students
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Liu, Wenhui; Wang, Cixiao – Educational Technology & Society, 2022
In science classrooms, technology affordance varies depending on device-student ratios (DSR) and the ways virtual manipulatives on mobile devices are used. Additionally, external scripts (ES) are widely used to promote effective group interaction in collaborative learning. Therefore, this research explored the influence of DSR and ES on…
Descriptors: Science Education, Grade 6, Telecommunications, Handheld Devices
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Hwang, Wu-Yuin; Liu, Yi-Fan; Chen, Hon-Ren; Huang, Jian-Wun; Li, Jin-Yi – Educational Technology & Society, 2015
Although previous studies have highlighted the advantages of using e-books for learning, most have compared learning achieved with traditional textbooks with that achieved with e-books in a classroom situation. These studies focused on individual learning instead of on interactions among learners, learning behavior using ebooks after school, and…
Descriptors: Educational Technology, Electronic Publishing, Elementary School Students, English (Second Language)
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Altan, Tugba; Cagiltay, Kursat – Educational Technology & Society, 2022
This study investigated the effects of multimedia learning and visual design in a 6th grade science textbook on students' studying processes. This was accomplished by using eye tracking technology and by applying multimedia learning design and visual design principles to science textbooks. Eye tracking based testing was employed to evaluate the…
Descriptors: Science Education, Textbooks, Eye Movements, Multimedia Materials
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Jiang, Shiyan – Educational Technology & Society, 2023
The field of STEM education calls for a nuanced understanding of participation as participation measured by attendance provides limited information about student learning. This multiple case study contributes to a nuanced understanding of youth's participation trajectories in a multimodal composition project. In the project, fifth to eighth grade…
Descriptors: STEM Education, Student Participation, Grade 5, Grade 6
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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
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Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
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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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Su, Addison Y. S.; Huang, Chester S. J.; Yang, Stephen J. H.; Ding, T. J.; Hsieh, Y. Z. – Educational Technology & Society, 2015
In Taiwan elementary schools, Scratch programming has been taught for more than four years. Previous studies have shown that personal annotations is a useful learning method that improve learning performance. An annotation-based Scratch programming (ASP) system provides for the creation, share, and review of annotations and homework solutions in…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Programming
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Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
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Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods
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Hung, Pi-Hsia; Hwang, Gwo-Jen; Lee, Yueh-Hsun; Wu, Tsung-Hsun; Vogel, Bahtijar; Milrad, Marcelo; Johansson, Emil – Educational Technology & Society, 2014
The purpose of this study is to investigate the effects of a ubiquitous problem-based learning system (UPBLS) on students' question-raising performance in field inquiry activities. An experiment was conducted on an elementary school natural science course. A total of 43 sixth and fifth grade elementary students divided into experienced and…
Descriptors: Problem Based Learning, Electronic Learning, Elementary School Science, Elementary School Students
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