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Showing 1 to 15 of 48 results Save | Export
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Nicole M. Hutchins; Gautam Biswas – British Journal of Educational Technology, 2024
This paper provides an experience report on a co-design approach with teachers to co-create learning analytics-based technology to support problem-based learning in middle school science classrooms. We have mapped out a workflow for such applications and developed design narratives to investigate the implementation, modifications and temporal…
Descriptors: Problem Based Learning, Teaching Methods, Science Instruction, Learning Analytics
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Bowen Liu; Yonghe Wu; Hang Shu; Yongpeng Cui; Can Zuo; Wenhao Li – British Journal of Educational Technology, 2024
Self-direction has become an important skill in the 21st century. To cultivate learners with a high level of self-direction, it is necessary to diagnose their self-directed learning (SDL) ability. This study diagnosed and predicted learners' SDL ability based on their actual SDL behaviours. The study was performed in a self-directed 3D design…
Descriptors: Middle School Students, Independent Study, Teaching Methods, Self Concept
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Wei Li; Cheng-Ye Liu; Judy C. R. Tseng – British Journal of Educational Technology, 2024
Collaborative programming helps improve students' computational thinking and increases their confidence in solving programming problems. However, the effect of collaborative learning is not ideal because it is difficult for students to mobilize metacognition to regulate learning spontaneously. To guide students to effectively regulate the learning…
Descriptors: Foreign Countries, Junior High School Students, Metacognition, Academic Achievement
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Xiaofang Liao; Xuedi Zhang; Zhifeng Wang; Heng Luo – British Journal of Educational Technology, 2024
Formative assessment is essential for improving teaching and learning, and AI and visualization techniques provide great potential for its design and delivery. Using NLP, cognitive diagnostic and visualization techniques designed to analyse and present students' monthly exam data, we developed an AI-enabled visual report tool comprising six…
Descriptors: Artificial Intelligence, Design, Program Implementation, Formative Evaluation
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Wang, Yen-Yin; Weng, Tz-Han; Tsai, I-Fan; Kao, Jing-Yueh; Chang, Yu-Shan – British Journal of Educational Technology, 2023
The purpose of this study was to explore the effects of virtual reality (VR) application on creative performance and immersion, evaluated through electroencephalography brain wave data to achieve accurate and robust results. In this study, 72 middle school teachers were recruited as participants, and a non-randomized control-group…
Descriptors: Computer Simulation, Brain, Middle School Teachers, Attention
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Kim, Yoon Jeon; Knowles, Mariah A.; Scianna, Jennifer; Lin, Grace; Ruipérez-Valiente, José A. – British Journal of Educational Technology, 2023
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of…
Descriptors: Learning Analytics, Validity, Generalizability Theory, Game Based Learning
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Knezek, Gerald; Gibson, David; Christensen, Rhonda; Trevisan, Ottavia; Carter, Morgan – British Journal of Educational Technology, 2023
This article reports on a trace-based assessment of approaches to learning used by middle school aged children who interacted with NASA Mars Mission science, technology, engineering and mathematics (STEM) games in "Whyville," an online game environment with 8 million registered young learners. The learning objectives of two games…
Descriptors: Learning Analytics, Nonparametric Statistics, Multidimensional Scaling, STEM Education
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Xia, Qi; Chiu, Thomas K. F.; Chai, Ching Sing; Xie, Kui – British Journal of Educational Technology, 2023
The anthropomorphic characteristics of artificial intelligence (AI) can provide a positive environment for self-regulated learning (SRL). The factors affecting adolescents' SRL through AI technologies remain unclear. Limited AI and disciplinary knowledge may affect the students' motivations, as explained by self-determination theory (SDT). In this…
Descriptors: Secondary School Students, Grade 9, Needs, Satisfaction
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Chan, Jenny Yun-Chen; Byrne, Chloe; Jerusal, Janette; Liu, Allison S.; Roberts, Justin; Ottmar, Erin – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
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Liyanawatta, Mahesh; Yang, Su-Hang; Liu, Yu-Tzu; Zhuang, YungYu; Chen, Gwo-dong – British Journal of Educational Technology, 2022
In this study, the transformational play approach was further used to deploy drama-based situational learning in the classroom through the Digital Learning Theatre (DLT) by engaging drama performers and the audience collaboratively. This study analysed the learners' learning effectiveness based on translation and sentence-construction abilities,…
Descriptors: Audience Participation, Drama, Electronic Learning, Learning Activities
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Dvir, Michal; Ben-Zvi, Dani – British Journal of Educational Technology, 2022
In today's information age, developing data science competencies has become vital to fostering responsible citizenry. However, the actual techniques learners need to become proficient in are still somewhat "in-construction", as the relatively new field of data science is constantly expanding to meet new data-related demands. Data science…
Descriptors: Middle School Students, Data, Data Analysis, Interdisciplinary Approach
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Lee, Ju Seong; Lee, Kilryoung – British Journal of Educational Technology, 2021
This interdisciplinary research examines how Informal Digital Learning of English (IDLE) and the L2 Motivational Self System (consisting of "the ideal L2 self" and "the ought-to L2 self") are linked with Foreign Language Enjoyment (FLE). Together, these are flourishing research areas in computer-assisted language learning,…
Descriptors: Informal Education, Electronic Learning, Second Language Learning, English (Second Language)
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Hwang, Gwo-Jen; Huang, Hsin; Wang, Ruo-Xuan; Zhu, Li-Li – British Journal of Educational Technology, 2021
In language courses, it is important to foster students' systematic thinking and to develop their competence to express, appreciate, criticize and reflect, in particular in such courses as classical Chinese, which aim to develop students' cultural and literature knowledge. Problem posing is a promising strategy to achieve this objective. However,…
Descriptors: Middle School Students, Grade 8, Concept Mapping, Problem Solving
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Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
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Shadiev, Rustam; Hwang, Wu-Yuin; Liu, Tzu-Yu – British Journal of Educational Technology, 2021
In this study, we designed a game-based English as a foreign language (EFL) learning activity for junior high school students for the application of newly learned knowledge to the real world. The learning activity was combined with physical exercises such as walking. Smartwatches were used to help students create learning content during the…
Descriptors: Cognitive Processes, English (Second Language), Second Language Learning, Handheld Devices
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