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Rosa Tabernero-Sala; Iris Orosia Campos-Bandrés; María Jesús Colón-Castillo; Daniel Laliena-Cantero – Journal of Technology and Science Education, 2024
The new multimodal reading ecosystem currently contributes to the proposal of forms of mediation that take into account the hybridization of digital and analog paradigms. In this context, illustrated books intended for children can constitute an area of interest, since their discursive and aesthetic codes contribute to the development of…
Descriptors: Childrens Literature, Video Technology, Technology Uses in Education, Teacher Education
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Ernesto Pacheco-Velazquez; Virginia Rodés; David Salinas-Navarro – Journal of Technology and Science Education, 2024
This study investigates the impact of game-based learning (GBL), an increasingly popular educational approach, on the development of self-directed learning (SDL) skills in complex scenarios, particularly in undergraduate logistics education. A key component of the three year study is LOST (Logistics Education Simulator), a serious game platform,…
Descriptors: Skill Development, Game Based Learning, Undergraduate Students, Foreign Countries
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Maria Pilar Molina-Torres – Journal of Technology and Science Education, 2024
This paper deals with the implementation of flipped learning as a didactic method and its use through the Moodle platform. For this purpose, a quantitative research was carried out with the intention of analyzing the perceptions of new teachers in the acquisition of digital competences that they acquire during their teaching and learning process.…
Descriptors: Flipped Classroom, Teacher Education, COVID-19, Pandemics
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Diego Mendes; Victor Amar – Journal of Technology and Science Education, 2024
Since the 1980s, the growing consumption of media by various segments of the population has been of concern to education experts, who have warned of the need for teacher training to integrate Media and Information Literacy (MIL) in their curricula. In this article we analyse the curricular plans and teaching guides for subjects related to MIL in…
Descriptors: Media Literacy, Information Literacy, Teaching Methods, Early Childhood Education
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Muhammad Turmuzi; I Gusti Putu Suharta; I Wayan Puja Astawa; I Nengah Suparta – Journal of Technology and Science Education, 2024
The purpose of this study is to comprehensively describe the results of the analysis of the ability to understand concepts and misconceptions in terms of differences in learning styles, as well as gender differences. The data to be collected in this study is in the form of primary data and secondary data. The primary data is obtained from primary…
Descriptors: Misconceptions, Cognitive Style, Gender Differences, Educational Technology
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Ernesto Colomo-Magaña; Alejandro Colomo-Magaña; Andrea Cívico-Ariza; Lauren Basgall – Journal of Technology and Science Education, 2024
Gamification involves making teaching processes fun with the intention of improving factors that affect learning, such as motivation. Although the focus is not on the game itself and the corresponding entertainment, its design and results provide an alternative for developing educational proposals that make students the protagonists and generate…
Descriptors: Preservice Teachers, Elementary School Teachers, Gamification, Teaching Methods
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Irene Acevedo de la Peña; Daniel Cassany – Journal of Technology and Science Education, 2024
There is currently little research on the use of podcasting as a learning tool in the tertiary-level foreign language classroom. Here we attempt to partly fill that gap through a multiple case study of three university teachers who use this technology in their courses in Spanish as a foreign language. We obtained data for analysis primarily in two…
Descriptors: Audio Equipment, Computer Software, Handheld Devices, Information Dissemination
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Akhmad Habibi; Mailizar Mailizar; Lalu Nurul Yaqin; Turki Mesfer Alqahtani; Mukhlash Abrar; Budianto Hamuddin; Failasofah Failasofah – Journal of Technology and Science Education, 2024
This study examines the factors affecting the intention to use and actual use of YouTube in improving English-speaking skills in Indonesia. To meet the aims, we extended the theory of technology acceptance model (TAM); two external factors, subjective norms, and perceived enjoyment, to support the TAM variables (perceived ease of use, perceived…
Descriptors: Foreign Countries, College Students, English (Second Language), Language Skills
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Belén Mateos-Blanco; Eva Álvarez-Ramos; Leyre Alejaldre-Biel; Milagrosa Parrado-Collantes – Journal of Technology and Science Education, 2024
A qualitative documentary research of software and multimedia artificial intelligences was chosen to enable the ontological understanding of the object of study that aims to explore the potential for learning through Artificial Intelligence (AI). Besides, it is shown how AI, as a novel component within the digital education landscape, contributes…
Descriptors: Artificial Intelligence, Computer Software, Teaching Methods, Technology Uses in Education
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Gutierrez-Aguilar, Olger; Talavera-Mendoza, Fabiola; Chicaña-Huanca, Sandra; Cano-Villafuerte, Sharmila; Sotillo-Velásquez, José Antonio – Journal of Technology and Science Education, 2023
The aim of this research has enabled us to establish the influential relationship between factors associated with e-learning, such as individual impact and depression, and the mediating role in psychological distress and computer anxiety related to the fear of failing an academic year in times of COVID-19 in university students at two universities…
Descriptors: Electronic Learning, Academic Failure, Fear, COVID-19
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Esquivel-Grados, José; Venegas-Mejía, Valia Luz; Venegas-Mejía, Clotilde Paula; Gonzáles-Benites, Manuel Tomás; Bacón-Salazar, Nelson; Valdivia-Huaranga, Heber Arnaldo – Journal of Technology and Science Education, 2023
Formative research generates different perceptions in undergraduate students, and in order to know more about them, 80 were surveyed, and 12 Communication Science students were interviewed at a national university in Lima (Peru). The results evidence that they conceive of it as: training to conduct scientific research, curricular or…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Student Research
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Laura-De La Cruz, Kevin Mario; Noa-Copaja, Stefany Juliana; Turpo-Gebera, Osbaldo; Montesinos-Valencia, Cecilia Claudia; Bazán-Velasquez, Silvia Milagritos; Pérez-Postigo, Gerber Sergio – Journal of Technology and Science Education, 2023
Digital gamification is a dynamic technique for enhancing English learning and closing the barrier across student learning and pedagogical praxis. The review offers a summary of gamification in digital English learning environments. In addition, this review investigates the learning experiences and outcomes of foreign language students using…
Descriptors: Gamification, English (Second Language), Second Language Learning, Higher Education
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Taipe-Quispe, Alicia; Heredia-Mamani, Yulissa; Turpo-Gebera, Osbaldo; Igartua, Juan-José – Journal of Technology and Science Education, 2023
The incidence of consumption on Facebook around the world and its implications for university students is something that has necessarily been studied in the scientific literature (Gil-Flores, De Besa-Gutierrez & Garzón-Umerenkova, 2019). Fewer and far between are works focused on the study of social networks and academic procrastination in a…
Descriptors: Foreign Countries, General Education, Time Management, Social Media
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Bada, Abiodun; Jita, Loyiso – Journal of Technology and Science Education, 2023
Inequality in education is a challenge that have persisted and still likely to persist for a long time in the field of education because students come into the classroom with different characteristics thus posing a great concern to the realization of classroom objectives. The use of adequate teaching strategy might break this limitation thereby…
Descriptors: Brain, Neurosciences, Secondary School Students, Science Education
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Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
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