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Every Student Succeeds Act…1
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Fang, Jian-Wen; Chang, Shao-Chen; Hwang, Gwo-Jen; Yang, Gang – Educational Technology Research and Development, 2021
The competences of making good use of digital information and technology as well as making critical judgments and communicating with others have been considered as important educational objectives, in particular, for teacher education. Peer assessment is a frequently adopted learning strategy to assist students in rating and offering instant…
Descriptors: Electronic Learning, Cooperative Learning, Peer Evaluation, Feedback (Response)
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Lee, Yen-Mei; Jahnke, Isa; Austin, Linda – Educational Technology Research and Development, 2021
Mobile microlearning platforms have increased over the years. Literature shows that platforms use specific instructions or media, such as videos or multiformat materials (e.g., text, audio, quizzes, hands-on exercises). However, few studies investigate whether or how specific design principles used on these platforms contribute to learning…
Descriptors: Handheld Devices, Learning Activities, Instructional Design, Journalism Education
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Liu, Tzu-Chien; Lin, Yi-Chun; Wang, Tzu-Ning; Yeh, Shih-Ching; Kalyuga, Slava – Educational Technology Research and Development, 2021
Redundancy effect has been investigated in many controlled experimental studies, however, it is seldom investigated whether the same redundant material may cause different results in classroom, which is a major learning place for students. Considering that it is not easy to control the internal validity in classroom environment, this study…
Descriptors: Virtual Classrooms, Redundancy, Computer Simulation, Elementary School Students
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Tlili, Ahmed; Zhang, Jingjing; Papamitsiou, Zacharoula; Manske, Sven; Huang, Ronghuai; Kinshuk; Hoppe, H. Ulrich – Educational Technology Research and Development, 2021
The rapid advancements in online education have pointed to a new open learning approach using Open Educational Resources (OER). In this approach, educators and learners can freely access or redistribute educational resources that have been released online in the public domain under an open license. Whereas this approach looks appealing in reducing…
Descriptors: Open Educational Resources, Technological Advancement, Technology Uses in Education, Barriers
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Tang, Hengtao – Educational Technology Research and Development, 2021
Learning in Massive Open Online Courses (MOOCs) requires learners to self-regulate their learning process or receive effective self-regulated learning (SRL) interventions to accomplish personal goals. Much attention has thus been paid to how SRL influences learner performance in MOOCs, but research has overlooked a person-centered analysis of how…
Descriptors: Online Courses, Self Management, Learning Strategies, Students
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Wen, Yun – Educational Technology Research and Development, 2021
Augmented Reality (AR) has been applied to education in a variety of subjects, but in comparison to AR in STEM education, research on integrating pedagogical designs with AR in language learning is less mature. This study presents an AR-supported Chinese character learning game designed for young learners and investigates its effects on learners'…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Grade 2
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Oh, Eun Young; Song, Donggil – Educational Technology Research and Development, 2021
This developmental research aims to (1) examine the design and developmental process, (2) investigate the nature and structure of the application, and (3) analyze the results of expert reviews and usability tests. Twenty-five participants, including a developer, an instructional designer, Korean language educators, educational technology…
Descriptors: Computational Linguistics, Identification, Audio Equipment, Man Machine Systems
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Hostetler, Kirsten; Luo, Tian – Educational Technology Research and Development, 2021
This study examined how instructional librarians can incorporate principles from cognitive load theory to engage students in research and improve learning outcomes for a common library instructional delivery model. The study employed a between-subjects, quasi-experimental design to compare how instructional sessions would impact information…
Descriptors: Cognitive Processes, Difficulty Level, Information Literacy, Library Instruction
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Li, Yanyan; Chen, Kailiang; Su, You; Yue, Xiangli – Educational Technology Research and Development, 2021
Combining wiki technology with the literature circles could be powerful and beneficial for promoting the learning of English as a foreign language (EFL). However, little research has been conducted to investigate the role of EFL students' social forms of regulatory strategies in their learning performance in the context of wiki-supported…
Descriptors: English Language Learners, Second Language Learning, Second Language Instruction, Web Sites
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Costley, Jamie; Fanguy, Mik – Educational Technology Research and Development, 2021
Studies showing improved learning performances for students who take notes collaboratively have speculated that sharing this task among group members may reduce the extraneous cognitive burden placed on each member. Therefore, a study (n = 171) was conducted in the context of a flipped scientific writing course to examine the effects of…
Descriptors: Notetaking, Group Activities, Cognitive Processes, Difficulty Level
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Zhu, Gang – Educational Technology Research and Development, 2021
Currently, the research on the overall effect of flipped instruction on K-12 students' academic achievement has been insufficient, especially across various subject areas and grade levels. To redress this research gap, this study first synthesised five aspects of research on flipped instruction, including theoretical underpinnings, application…
Descriptors: Flipped Classroom, Elementary School Students, Secondary School Students, Academic Achievement
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Yang, Xiaotong; Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Smith, Ginny; Alonso-Fern├índez, Cristina – Educational Technology Research and Development, 2021
In-game learning supports aim to help students solve game levels (i.e., game-related supports), and connect to underlying content (i.e., content-related and hybrid supports). Students with different levels of prior knowledge may have different needs for in-game supports. In this study, we designed a 2D physics game with game-related,…
Descriptors: Prior Learning, Educational Games, Game Based Learning, High School Students
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Chai, Shaoming; Zhu, Gaoxia – Educational Technology Research and Development, 2021
Knowledge Building is a socio-constructivist approach that aims to engage students in a knowledge-creation environment as early as possible to get them ready for the knowledge society. Rather than following fixed procedures or scripts, the twelve Knowledge Building Principles, such as "collective responsibility," "real ideas and…
Descriptors: Epistemology, Constructivism (Learning), Cooperative Learning, Educational Principles
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Clariana, Roy B.; Park, Eunsung – Educational Technology Research and Development, 2021
Cognitive and metacognitive processes during learning depend on accurate monitoring, this investigation examines the influence of immediate item-level knowledge of correct response feedback on cognition monitoring accuracy. In an optional end-of-course computer-based review lesson, participants (n = 68) were randomly assigned to groups to receive…
Descriptors: Feedback (Response), Cognitive Processes, Accuracy, Difficulty Level
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Tan, Esther; de Weerd, Jacob Gerolf; Stoyanov, Slavi – Educational Technology Research and Development, 2021
Concept mapping facilitates the externalisation and internalisation of knowledge by individuals during collaborative knowledge construction. However, not much is known about the individual and collaborative learning processes during collaborative concept mapping (CCM) in interdisciplinary knowledge construction. Premised on literature on…
Descriptors: Concept Mapping, Interdisciplinary Approach, College Students, Cooperative Learning
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