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Showing 16 to 30 of 193 results Save | Export
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Mohan, Kaushik; Bergner, Yoav; Halpin, Peter – Technology, Knowledge and Learning, 2020
Technology-based assessments that involve collaboration among students offer many sources of process data, although it remains unclear which aspects of these data are most meaningful for making inferences about students' collaborative skills. Recent research has focused mainly on theory-based rubrics for qualitative coding of process data (e.g.,…
Descriptors: Computer Assisted Testing, Student Evaluation, Cooperation, Grade 12
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Shonfeld, Miri; Magen-Nagar, Noga – Technology, Knowledge and Learning, 2020
This research examined the contribution of an online collaborative program involving students from two different teacher training colleges. It measured the impact of the program on attitudes towards technology with regard to technological anxiety, self-confidence and technological liking among students. The advanced online collaborative program at…
Descriptors: Preservice Teachers, Cooperative Learning, Student Motivation, Student Satisfaction
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Glaser, Noah J.; Schmidt, Matthew – Technology, Knowledge and Learning, 2020
This emerging technology report explores three-dimensional collaborative virtual learning environments (3D CVLEs) as an intervention modality with potential to foster development of knowledge and skills for people with autism spectrum disorder (ASD). Affordances and unique characteristics of 3D CVLEs are detailed and considered from the…
Descriptors: Cooperative Learning, Virtual Classrooms, Skill Development, Transfer of Training
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Owen, V. Elizabeth; Baker, Ryan S. – Technology, Knowledge and Learning, 2020
As a digital learning medium, serious games can be powerful, immersive educational vehicles and provide large data streams for understanding player behavior. Educational data mining and learning analytics can effectively leverage big data in this context to heighten insight into student trajectories and behavior profiles. In application of these…
Descriptors: Educational Games, Video Games, Decision Making, Prediction
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Zhang, Ni; Liu, Qingtang; Zhu, Jiaojiao; Wang, Qiyun; Xie, Kui – Technology, Knowledge and Learning, 2020
Teacher workshops attract teachers with common goals; they wish to improve their teaching practices and subject and information technology knowledge. The asynchronous online discussion is the main activity in teacher workshops. An analytical model was developed in this study to examine the temporal characteristics of collaborative knowledge…
Descriptors: Teacher Workshops, Teacher Collaboration, Discussion Groups, Knowledge Level
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Larsen, Lasse Juel – Technology, Knowledge and Learning, 2020
The aim of this article is to revise and expand Gregory Bateson's theory of learning to demonstrate how scaffolding content and context takes place in computer games. The presented revision rest on a micro-level analysis of how learning takes place in the computer game "StarCraft 2" a successful triple A (mid-sized to major publisher…
Descriptors: Scaffolding (Teaching Technique), Learning Theories, Electronic Learning, Computer Games
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Chen, Li; Inoue, Koichi; Goda, Yoshiko; Okubo, Fumiya; Taniguchi, Yuta; Oi, Misato; Konomi, Shin'ichi; Ogata, Hiroaki; Yamada, Masanori – Technology, Knowledge and Learning, 2020
This study designed a science course following collaborative problem solving (CPS) processes, and examined the effect on students' CPS awareness. The "Limnic Eruption" CPS course was implemented using a Moodle system in a tenth-grade class. Considering the complex and coordinated nature of CPS, in order to improve CPS skills, it is…
Descriptors: Cooperative Learning, Problem Solving, Science Education, Student Attitudes
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Ronsivalle, G. B.; Boldi, A.; Gusella, V.; Inama, C.; Carta, S. – Technology, Knowledge and Learning, 2019
Nowadays, children and teenagers use technology products in an increasingly passive way. As simple consumers they cannot benefit from the opportunities of designing technology, which has a learning value. Educational Robotics (ER) programs are particularly effective in delivering contents of difficult disciplines: they can re-establish a balance…
Descriptors: Guidelines, Instructional Design, Robotics, Information Technology
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Howard, Nicol R. – Technology, Knowledge and Learning, 2019
Educational Technology Leaders' support of computer science teachers in K-5 classrooms are influenced by their beliefs about school-based program implementation criteria, available district-level support, and state mandates on the integration of computer science. The researcher in this study examines the beliefs about Computer Science teacher…
Descriptors: Teaching Methods, Computer Science Education, Elementary School Teachers, Teacher Attitudes
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Albertazzi, Deise; Ferreira, Marcelo Gitirana Gomes; Forcellini, Fernando Antônio – Technology, Knowledge and Learning, 2019
This paper presents an overview of gamification research. It introduces a panoramic research map that comprises a research map and keyword maps for each year of publication of research on gamification. The panoramic research map resulted in a detailed view of gamification research: covered areas, types of published papers, gaps, and most…
Descriptors: Computer Games, Information Retrieval, Research Reports, Learning Experience
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Alimisis, Dimitris – Technology, Knowledge and Learning, 2019
This paper presents the training curriculum for teachers developed in the context of the ERASMUS+ project, ROBOESL (2015-2017). The paper focuses on the robotics-based learning methodologies inspired by constructivism and project-based learning principles and implemented within the framework of the ROBOESL training and learning activities. The…
Descriptors: Robotics, Teaching Methods, Learning Activities, Faculty Development
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Bargagna, S.; Castro, E.; Cecchi, F.; Cioni, G.; Dario, P.; Dell'Omo, M.; Di Lieto, M. C.; Inguaggiato, E.; Martinelli, A.; Pecini, C.; Sgandurra, G. – Technology, Knowledge and Learning, 2019
Educational robotics (ER) uses robotic kits as a channel for education and collaborative learning in a play setting. Thanks to adaptability of robots, ER could facilitate inclusion of special-needs children, such as children with Down syndrome (DS), in learning programs. In a previous study, we provided evidence that ER could promote superior…
Descriptors: Robotics, Down Syndrome, Cooperative Learning, Play
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Nuere, S.; Díaz-Obregón, R. – Technology, Knowledge and Learning, 2019
The growth of technologies makes necessary redefining higher education. Students nowadays are more prepared to look up information all around the meanings, so we have to deal with new ways of teaching and collaboration. The creative capacity they show, and our background in art an art education are enabling new ways of learning and teaching. Some…
Descriptors: Higher Education, Industrial Arts, Teaching Methods, Creativity
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Giabbanelli, Philippe J.; Tawfik, Andrew A. – Technology, Knowledge and Learning, 2019
Because of the lack of tools available to assess problem-solving skills, teachers often revert to more traditional instructional approaches (e.g. lecture-based, memorization) that fail to prepare learners for the complexity of dynamic work environments. To overcome this challenge, technology solutions are needed that accurately and efficiently…
Descriptors: Teaching Methods, Problem Solving, Attribution Theory, Maps
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Scaradozzi, D.; Screpanti, L.; Cesaretti, L.; Storti, M.; Mazzieri, E. – Technology, Knowledge and Learning, 2019
Educational Robotics is rapidly gaining attention as an effective methodology to develop skills and engage students preserving their peculiar style of learning. It is often tied together with two other methodologies, Coding and Tinkering, characterized by a similar hands-on approach. In order to fully exploit their inclusive features, teachers…
Descriptors: Inservice Teacher Education, Program Implementation, Evaluation Methods, STEM Education
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