NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 9 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Algers, Anne – Technology, Knowledge and Learning, 2020
The use of open textbooks in universities is according to some organisations changing the higher education landscape and is promising for the mainstream adoption of OER. The aim of this paper is to analyse authors' views of agency and empowerment when they plan, create and reflect on their open textbooks, their teaching and students' learning.…
Descriptors: Universities, Textbooks, Open Educational Resources, Teacher Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Forsyth, Carol M.; Graesser, Arthur; Millis, Keith – Technology, Knowledge and Learning, 2020
The current study investigated predictors of shallow versus deep learning within a serious game known as Operation ARA. This game uses a myriad of pedagogical features including multiple-choice tests, adaptive natural language tutorial conversations, case-based reasoning, and an E-text to engage students. The game teaches 11 topics in research…
Descriptors: Educational Games, Predictor Variables, Evidence Based Practice, Learning Analytics
Peer reviewed Peer reviewed
Direct linkDirect link
Ibañez, Patricia; Villalonga, Cristina; Nuere, Leire – Technology, Knowledge and Learning, 2020
The main objective of educational institutions is to achieve the integral development of their students in their learning and knowledge construction process. One way to achieve these objectives is the accompaniment and continuous monitoring of students in this process, adapting the methods to their training needs. In online and mixed teaching…
Descriptors: Learning Analytics, Foreign Countries, Educational Environment, Electronic Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Nouri, Jalal – Technology, Knowledge and Learning, 2019
Information and communication technologies have increasingly been integrated in our everyday lives, and as many would say changed how we acquire knowledge and how we learn. It is against such a background this paper will describe how higher education students engage with technology during self-studies and how they in particular utilize different…
Descriptors: Multiple Literacies, Higher Education, Information Technology, Semiotics
Peer reviewed Peer reviewed
Direct linkDirect link
Sage, Kara; Krebs, Briana; Grove, Rachel – Technology, Knowledge and Learning, 2019
The present study compared the effectiveness of paper and digital flashcards. College students learned vocabulary from paper, computer, or tablet flashcards that were self-created or ready-made. Students then completed a memory recall test and answered questions on cognitive load, perceived control, satisfaction, and several individual difference…
Descriptors: Instructional Materials, Computer Assisted Instruction, Conventional Instruction, Printed Materials
Peer reviewed Peer reviewed
Direct linkDirect link
Subramaniam, Suwarna Rani; Muniandy, Balakrishnan – Technology, Knowledge and Learning, 2019
This study investigated the effect of flipped classroom on computer science students' engagement level among pre-university students. Computer science students were observed to be less engaged during the lecture of information system topic. Students fail to answer questions which need them to apply information system concepts into the real world…
Descriptors: Blended Learning, Learner Engagement, Computer Science Education, Lecture Method
Peer reviewed Peer reviewed
Direct linkDirect link
Varol, Filiz; Yildirim, Esat – Technology, Knowledge and Learning, 2019
The main goals of the current study are (1) college students' cyberloafing behaviors during a lab session, (2) reasons that students cyberloaf, and (3) possible solutions to prevent this behavior from the students' perspectives. A total of 184 students registered for lab hours at a public university in Turkey were recruited to participate in this…
Descriptors: College Students, Student Behavior, Student Attitudes, Course Content
Peer reviewed Peer reviewed
Direct linkDirect link
Khlaisang, Jintavee; Songkram, Noawanit – Technology, Knowledge and Learning, 2019
The proliferation of digital media now allows for learning to take place anywhere and anytime. The use of mobile devices and 3D virtual classrooms provides an integrated environment for effective learning. This study aims to examine the necessary factors for developing an effective virtual learning environment (VLE) system and to examine the…
Descriptors: Computer Simulation, Teaching Methods, Instructional Effectiveness, Cooperation
Peer reviewed Peer reviewed
Direct linkDirect link
Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods