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Showing 1 to 15 of 88 results Save | Export
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Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
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Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – International Journal of Technology in Education and Science, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
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Toprak Yallihep, Emine Sena; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Technology in Education and Science, 2021
Developing students' attitudes toward science is an important issue because societies need individuals who can contribute to scientific and technological developments. That's why using various and different instructional tools in science education may have an impact on students' attitudes towards science positively. Within this respect, the goal…
Descriptors: Game Based Learning, Middle School Students, Science Achievement, Student Attitudes
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Kucher, Tetyana – International Journal of Technology in Education and Science, 2021
Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone…
Descriptors: Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning
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Akcaoglu, Mete; Jensen, Lucas J.; Gonzalez, Daisy – International Journal of Technology in Education and Science, 2021
Problem solving is an essential skill for students to be successful in life and careers. Students need to use efficient strategies to solve problems effectively. In this basic interpretive qualitative study, we aimed to (a) explore children's problem-solving strategies in a game-based tool (i.e., puzzles), and (b) investigate the troubleshooting…
Descriptors: Children, Grade 5, Elementary School Students, Game Based Learning
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Grier, Donovon; Lindt, Suzanne F.; Miller, Stacia C. – International Journal of Technology in Education and Science, 2021
The purpose of the current research was to determine the types of educational technology preferred by students and instructors, and to compare formative and summative scores within student classes. During a unit of study within a semester-long class, 44 volunteer student participants were administered four technology-based assessments designed to…
Descriptors: Formative Evaluation, Game Based Learning, Technology Uses in Education, Educational Technology
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Yasar, Hüseyin; Kiyici, Mubin – International Journal of Technology in Education and Science, 2021
In the present study, the studies conducted on educational games between 1965 and 2019 were analyzed to determine the trends in research based on the year of publication, topic, publication type, country, target audience and the concepts included in the study title. In the study, 7141 studies that were accessed with "educational games"…
Descriptors: Educational Games, Educational Trends, Educational History, Periodicals
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Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
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Uzorka, Afam; Ajiji, Yakubu; Osigwe, Menwo Ukechi; Ben, Idoli Nwachukwu – International Journal of Technology in Education and Science, 2021
To integrate technology in teaching and learning, the need arises to investigate the teaching needs of educators making the transition from a traditional to technology mediated environment. This qualitative study selected a convenience sample of 120 faculty and administrators. Using an interview guide, interviewers met with 100 participants. Data…
Descriptors: Teacher Educators, Teacher Attitudes, Educational Needs, Faculty Development
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Talan, Tarik – International Journal of Technology in Education and Science, 2021
This research aims to examine the experimental studies on the impact of simulation technique on students' academic achievement using the meta-analysis method. The previous studies that could be meta-analyzed were examined based on the criteria set out in this study. Finally, 91 studies that were conducted between 2010-2020 years and met the…
Descriptors: Computer Simulation, Instructional Effectiveness, Teaching Methods, Academic Achievement
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Paek, Seungoh; Leong, Peter; Johnson, Philip; Moore, Carleton – International Journal of Technology in Education and Science, 2021
Despite the perceived value of extracurricular experience, higher education relies heavily on grade point average (GPA) as a measure of undergraduates' academic success. When used as a singular standard assessment, GPA, which is based on student progress and completion of coursework, may inadvertently steer undergraduates away from valuable…
Descriptors: Grade Point Average, Computer Science Education, Undergraduate Students, Career Development
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Sönmez, Esra Ergül; Çakir, Hasan – International Journal of Technology in Education and Science, 2021
With the development of Web 2.0 technologies, the studies conducted in this field are diversifying and quite different results are obtained. In the current study, the contributions of wikis and blogs, which are considered as web 2.0 technologies, to academic performance were examined with meta-analysis method. The studies following…
Descriptors: Foreign Countries, Web 2.0 Technologies, Academic Achievement, Meta Analysis
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Padir, Mehmet Ali; Ayas, Tuncay; Horzum, Mehmet Baris – International Journal of Technology in Education and Science, 2021
The aim of this study is to examine the effect of internet parental style on cyberbullying and cyber victimization of high school students and the relationship between big five personality traits, cyber bullying and cyber victimization. In accordance with this aim, 467 students studying in various high schools in Sakarya in autumn semester of…
Descriptors: Internet, Parenting Styles, Personality Traits, Bullying
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Paudel, Pitambar – International Journal of Technology in Education and Science, 2021
Teaching and learning process in 21st century has been embedded with technology. Use of ICTs plays crucial role in ameliorating knowledge acquisition in general and enhancing English Language mastering in particular. The government of Nepal has made provision of integrating ICTs in school education with the aim of enhancing quality education and…
Descriptors: Technology Uses in Education, Second Language Learning, English (Second Language), Foreign Countries
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Rahim, Nurul Ain Abd; Siah, Yih Huang; Tee, Xiang Yi; Siah, Poh Chua – International Journal of Technology in Education and Science, 2021
Studies found that smartphone addiction is relevant to the personality of smartphone users, especially the extroverts and introverts. However, the findings of the associations between extroverts/introverts and smartphone addiction are not consistent, and it is suggested that the inconsistency results can be relevant to the types of smartphone use.…
Descriptors: Handheld Devices, Addictive Behavior, Use Studies, Predictor Variables
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