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Daryl Axelrod; Jennifer Kahn – Educational Technology Research and Development, 2024
This paper extends research that looks at the intersection of multimodal composing and maker education. We present findings from a fourth iteration of a multidisciplinary classroom design study in which high school youth made digital comics based on literary novels in an 11th grade language arts classroom in a predominantly Hispanic, low-SES,…
Descriptors: High School Students, Grade 11, Language Arts, Cartoons
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Hsiao, Hsien-Sheng; Chen, Jyun-Chen; Chen, Jhen-Han; Chien, Yu-Hung; Chang, Chung-Pu; Chung, Guang-Han – Educational Technology Research and Development, 2023
Since the late twentieth century, with the development of the Internet of Things (IoT), the IoT covers the application of comprehensive knowledge and technology in the fields of circuitry, physics, mechanics, and information, making it a suitable topic for hands-on science, technology, engineering, and mathematics (STEM) activities. The IoT covers…
Descriptors: Gamification, Models, High School Students, Programming
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Hwang, Gwo-Jen; Lin, Yu-Chun; Lin, Hui-Chen – Educational Technology Research and Development, 2023
In conventional digital game-based learning, geographic maps are generally used to provide students with the whole picture of the gaming contexts, while the concepts to be learned are separately presented as individual gaming objects. Scholars have indicated the problems of such a gaming content design, in which students could encounter…
Descriptors: Spatial Ability, Concept Mapping, Computer Games, Game Based Learning
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Yin, Yue; Khaleghi, Soroush; Hadad, Roxana; Zhai, Xiaoming – Educational Technology Research and Development, 2022
Computational thinking (CT) skills are critical for the science, technology, engineering, and mathematics (STEM) fields, thus drawing increasing attention in STEM education. More curricula and assessments, however, are needed to cultivate and measure CT for different learning goals. Maker activities have the potential to improve student CT, but…
Descriptors: Thinking Skills, Computation, Learning Activities, Computer Software
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Frick, Theodore W.; Myers, Rodney D.; Dagli, Cesur – Educational Technology Research and Development, 2022
In this naturalistic design-research study, we tracked 172,417 learning journeys of students who were interacting with an online resource, the Indiana University Plagiarism Tutorials and Tests (IPTAT) at https://plagiarism.iu.edu. IPTAT was designed using First Principles of Instruction (FPI; Merrill in Educ Technol Res Dev 50:43-59, 2002,…
Descriptors: Time, Educational Principles, Instructional Design, Instructional Effectiveness
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Mazon, Cécile; Etchegoyhen, Kattalin; Saint-Supery, Isabeau; Amestoy, Anouck; Bouvard, Manuel; Consel, Charles; Sauzéon, Hélène – Educational Technology Research and Development, 2022
In recent years, many psycho-educational technologies were studied to address the school-related difficulties encountered by students with autism spectrum disorder (ASD). However, most of them remain individual-centered and do not consider the social environment. To fill this gap, this study reports on the user-centered design of a web-based…
Descriptors: Parent Participation, Parent School Relationship, Students with Disabilities, Autism
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Bergner, Yoav; Mund, Shiri; Chen, Ofer; Payne, Willie – Educational Technology Research and Development, 2021
We report on an exploratory effort to design an interest-based learning experience for high school (step) dancers to engage with concepts in mathematics and data science. We hypothesized that generating and analyzing data from their own dance movement, through motion and audio capture, would: (1) enable learners to form analogies between off-line…
Descriptors: Numeracy, High School Students, Student Interests, Learning Experience
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Yang, Xiaotong; Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Smith, Ginny; Alonso-Fernández, Cristina – Educational Technology Research and Development, 2021
In-game learning supports aim to help students solve game levels (i.e., game-related supports), and connect to underlying content (i.e., content-related and hybrid supports). Students with different levels of prior knowledge may have different needs for in-game supports. In this study, we designed a 2D physics game with game-related,…
Descriptors: Prior Learning, Educational Games, Game Based Learning, High School Students
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Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie; Dai, Chih-Pu – Educational Technology Research and Development, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
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Rosenheck, Louisa; Cheng, Meng-Tzu; Lin, Chen-Yen; Klopfer, Eric – Educational Technology Research and Development, 2021
Games can be rich environments for learning and can elicit evidence of students' conceptual understanding and inquiry processes. Illuminating students' content-specific gameplay decisions, or methods of completing game tasks related to a certain domain, requires a context that is open-ended enough for students to make choices that demonstrate…
Descriptors: Game Based Learning, Decision Making, Learning Analytics, Genetics
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Georgiou, Yiannis; Tsivitanidou, Olia; Ioannou, Andri – Educational Technology Research and Development, 2021
Immersive Virtual Reality (VR) simulations are argued to support students' learning of complex scientific phenomena via the use of realistic graphics and interactions that students can hardly experience in everyday life. However, the integration of immersive VR simulations in science classrooms introduces new challenges, whilst there is a lack of…
Descriptors: Computer Simulation, Science Instruction, Educational Technology, Physics
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Dennen, Vanessa P.; Choi, Hajeen; Word, Kari – Educational Technology Research and Development, 2020
This scoping review of research explores which disciplines have studied social media as it relates to education and, more broadly, use by students of high school and college age. The sample explores 10 years of research (2009--2018). A search of Web of Science yielded 580 relevant peer-reviewed articles published through the end of 2018, with 260…
Descriptors: Social Media, Educational Environment, Literature Reviews, Educational Research
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Shin, Suhkyung; Brush, Thomas A.; Glazewski, Krista D. – Educational Technology Research and Development, 2020
The purpose of this study was to examine how students' academic achievement and group performance related to their perceptions of the usefulness of hard, peer, and teacher scaffolds. A single instrumental case approach that integrated quantitative and qualitative analysis was employed for this study, which involved data gathered from 163 students…
Descriptors: Scaffolding (Teaching Technique), Active Learning, Inquiry, Technology Uses in Education
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Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Ming-Chou; Tsai, Chi-Ruei; Tai, Kai-Hsin – Educational Technology Research and Development, 2020
The Chinese proverb "heal a headache by curing the head and heal foot pain by curing the feet" alludes to ineffective work resulting from a lack of covariation in reasoning. Actually, much problem solving relies on the analysis of how two or more factors vary in correlation with another related variant (i.e., covariation reasoning). To…
Descriptors: Metacognition, Vocational High Schools, High School Students, Foreign Countries
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Chen, Jason A.; Stoddard, Jeremy D. – Educational Technology Research and Development, 2020
We explored the impact of participating in a Virtual Internship (VI) computer-supported collaborative learning simulation, on high school students' (n = 43) development of knowledge and skills for critiquing the political media with which they engage. Second, we evaluated the effect of this intervention on students' self-efficacy for using…
Descriptors: High School Students, Internship Programs, Online Courses, Educational Technology
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