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Showing 1 to 15 of 1,159 results Save | Export
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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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Kocadere, Selay Arkün; Çaglar, Seyma – Educational Technology & Society, 2018
Studies highlight the need to consider different player types during gamification design. The aim of the present study was to determine the elements that affect learners showing different player type characteristics in a gamified learning environment. Accordingly, the study examined which game elements trigger which mechanics. The design of the…
Descriptors: Educational Games, Design, Undergraduate Students, Individual Characteristics
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Khoo, Kay Yong – Educational Technology & Society, 2016
This paper comprises discussion on the research findings of this study into how apps can be used in the classroom to collaboratively promote construction of mathematical knowledge in children in ways that fundamentally transform the instructional environment. The study results identify how children enact viewing skills through digital texts to…
Descriptors: Mathematics Education, Cooperative Learning, Computer Oriented Programs, Visual Literacy
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Karsak, H. Gulhan Orhan; Fer, Seval; Orhan, Feza – Educational Technology & Society, 2014
Academic writing, whether individual or cooperative, is an essential skill for today's graduates. However, motivating and helping students to learn to write effectively, either in cooperative or individual scenarios, poses many challenges, many of which can be overcome by technical means. The aim of this study is to investigate the effect of using…
Descriptors: Web Sites, Diaries, Writing (Composition), Writing Skills
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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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Huang, Tien-Chi; Huang, Yueh-Min; Yu, Fu-Yun – Educational Technology & Society, 2011
This paper examines the effects of using weblog technologies to support cooperative learning in higher education. The study focused on the effects of features embedded in weblogs on social interactions, time lags, and cognitive loads. A quasi-experimental control-group research design was adopted. The participants were 115 undergraduates who were…
Descriptors: Higher Education, Web Sites, Web Based Instruction, Computer Mediated Communication
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Hwa, Siew Pei – Educational Technology & Society, 2018
Technological applications, especially the use of multimedia courseware have become more common in today's education, stimulating innovative approaches in teaching and learning. With the growing interest of integrating information and communication technologies (ICTs) into learning and teaching, the use of multimedia technology and digital games…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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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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Díaz, Anita; Nussbaum, Miguel; Ñopo, Hugo; Maldonado-Carreño, Carolina; Corredor, Javier – Educational Technology & Society, 2015
While investment in technology for use in the classroom is increasing, studies still do not reveal significant improvements in learning. Investigations have shown that aligning the design of learning experiences with students' needs creates synergy in the teaching and learning classroom processes. This can be achieved through orchestration, the…
Descriptors: Technology Integration, Educational Technology, Scaffolding (Teaching Technique), Pacing
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Chis, Adriana E.; Moldovan, Arghir-Nicolae; Murphy, Lisa; Pathak, Pramod; Muntean, Cristina Hava – Educational Technology & Society, 2018
This research paper investigates the effectiveness of combined Flipped Classroom (FC) and Problem-based Learning (PBL) teaching approach in a computer programming module. Combined FC-PBL makes use of learning technologies and supports authentic learning in terms of authentic context, multiple perspectives through team work and collaboration. FC…
Descriptors: Homework, Video Technology, Technology Uses in Education, Educational Technology
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Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco – Educational Technology & Society, 2010
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Descriptors: Role Playing, Educational Games, Computer Simulation, Computer Uses in Education
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Ellahi, Abida – Educational Technology & Society, 2018
The central objective of this study is to investigate the extent to which social networking sites can affect learning effectiveness, and to what amount this technology can be used as supplementary elements for existing pedagogy methods prevailing in a developing country. The study used a teaching case research method to investigate the effects of…
Descriptors: Social Networks, Social Media, Web Sites, Conventional Instruction
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Padrón-Rivera, Gustavo; Rebolledo-Mendez, Genaro; Parra, Pilar Pozos; Huerta-Pacheco, N. Sofia – Educational Technology & Society, 2016
Affect is an important element of the learning process both in the classroom and with educational technology. This paper presents analyses in relation to the identification of Action Units (AUs) related to affective states and their impact on learning with a tutoring system. To assess affect, a tool was devised to identify AUs on pictures of human…
Descriptors: Intelligent Tutoring Systems, Mathematics Instruction, Secondary School Mathematics, Foreign Countries
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Chou, Pao-Nan; Chang, Chi-Cheng; Chen, Mei-Yin – Educational Technology & Society, 2017
Compared to other academic disciplines, interactive white board (IWB) research in early childhood education is still in its infancy. To add more knowledge base regarding the instructional effectiveness of IWB for young children, this study aimed to investigate educational phenomenon of using an IWB to teach visual art to kindergarten students. The…
Descriptors: Bulletin Boards, Visual Aids, Educational Technology, Interactive Video
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Hsiung, Chin-Min – Educational Technology & Society, 2011
In this study, dysfunctional cooperative learning teams are identified by comparing the Taguchi "larger-the-better" quality index for the academic achievement of students in a cooperative learning condition with that of students in an individualistic learning condition. In performing the experiments, 42 sophomore mechanical engineering…
Descriptors: Identification, Cooperative Learning, Group Dynamics, Academic Achievement
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