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Showing 1 to 15 of 54 results Save | Export
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Tisoglu, Secil; Piri, Zeynep; Mericelli, Murat; Catan Inan, Funda – International Journal of Technology in Teaching and Learning, 2022
One of the most emphasized skills for social, educational and workplace settings is creativity in the present decade. This study aims to understand whether a collaborative digital storytelling production project improves the creativity of undergraduate students. 109 students engaged in group work and employed a range of digital tools (i.e. wikis,…
Descriptors: Story Telling, Educational Technology, Creativity, Undergraduate Students
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Biber, Sezer Kose; Kucuk, Sevda; Simsek, Irfan; Can, Tuncer – International Journal of Technology in Teaching and Learning, 2022
This study aims to examine the online teaching processes of instructors in higher education in detail and reveal their online teaching competencies. The study employed a convergent parallel mixed method design, where the comparative method was used in the quantitative part of the research and the qualitative part was designed as a descriptive case…
Descriptors: Teacher Competencies, Online Courses, Teaching Experience, College Faculty
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Altinsoy, Ertan – International Journal of Technology in Teaching and Learning, 2022
This study investigates the identity construction and negotiation of four preservice English language teachers enrolled at a state university in Turkey during COVID-19 lock down within the theoretical framework of positioning theory and explores their digitalised practicum experience. The data collected through learning journals written by each…
Descriptors: Professional Identity, Language Teachers, COVID-19, Pandemics
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Quinn, Robert J.; Waddell, Glenn, Jr. – International Journal of Technology in Teaching and Learning, 2022
"In the spring of 2020, educational professionals rushed to suddenly and unexpectedly shift to remote teaching in light of the COVID-19 pandemic" (Boltz, Yadav, Dillman & Robertson, 2021). During this time, "Schools and universities had to quickly adapt to a distance learning model…." (Stevens, Stevens, & Grady, 2021)…
Descriptors: COVID-19, Pandemics, Teacher Education Programs, College Faculty
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Chang, Ching-Wen; Farha, Nicholas – International Journal of Technology in Teaching and Learning, 2021
The focus of this study was to evaluate the use of the Blackboard™ App by students in traditional and online learning environments. The participants in this study were students in a first-year college orientation course, and undergraduate and graduate students enrolled in educational technology (EDT) courses, all at a 4-year public university in…
Descriptors: Handheld Devices, Integrated Learning Systems, College Freshmen, Undergraduate Students
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Yilmaz Ince, Ebru – International Journal of Technology in Teaching and Learning, 2021
This survey study examines students' perceptions on learning programming with CodinGame. Participants included 71 students at Department of Computer Programming Isparta University of Applied Sciences in Turkey. Both quantitative and qualitative research methods were used. In order to collect quantitative data, the questionnaire method was used,…
Descriptors: Student Attitudes, Programming, Game Based Learning, College Students
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Chen, Xiaojun – International Journal of Technology in Teaching and Learning, 2021
The author presents a qualitative study on engaging teacher candidates in virtual teams towards instructional design projects. Through virtual collaborations via synchronous and asynchronous tools, pre-service teachers engaged in cross-cultural exchanges through project-based learning. This study examines how teacher candidates work in global…
Descriptors: Preservice Teachers, Interdisciplinary Approach, Instructional Design, Electronic Learning
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Zhang, Ying – International Journal of Technology in Teaching and Learning, 2021
The use of technology, such as Virtual Reality (VR), has started to take place in K-16 classrooms. Research indicates potential advantages of embedding VR into the curriculum in terms of higher motivation, increased self-expression, better achievement in content knowledge, and improved linguistic knowledge and higher order thinking skills. As a…
Descriptors: Computer Simulation, English (Second Language), Second Language Instruction, Language Teachers
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Liu, Leping; Chen, Li-Ting; Li, Wenzhen – International Journal of Technology in Teaching and Learning, 2021
With new technology tools available for educators and students, effectively using these tools to improve teaching and learning has become a constant theme for research and practice in the field of education. In this study, case-analysis was conducted on 305 published studies (from 140 peer-reviewed regional, national and international journals)…
Descriptors: Educational Technology, STEM Education, Mathematics Education, Science Education
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Guha, Smita – International Journal of Technology in Teaching and Learning, 2021
Collaborative learning encourages active learning opportunities. The concept of virtual learning was established to enable students to learn across international boundaries. Audio books can be an invaluable learning medium for children with visual impairment. The specific aim of this project was to help the children with visual impairment in India…
Descriptors: Visual Impairments, Cooperative Learning, Early Childhood Education, Graduate Students
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Petropoulou, Zoe – International Journal of Technology in Teaching and Learning, 2021
This article is about the college experience and the design and implementation for a first-time virtual classroom linking non-native speakers of French in the U.S. with native speakers of French in France. Virtual exchange programs have begun to appear over the past 25 years as technology has made such initiatives possible. The virtual classroom…
Descriptors: Electronic Learning, Student Experience, Second Language Learning, French
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Cheng, Jiaming; Lei, Jing; Zhang, Lili – International Journal of Technology in Teaching and Learning, 2021
This study explored how to effectively apply gamification design principles to improve the quantity and quality of online discussions. Based on a game design framework: Playing Experience of Needs Satisfaction (PENS), two specific gamification design principles: (1) aligning gamification awards with specific performance expectations; and (2)…
Descriptors: Discussion, Teaching Methods, Game Based Learning, Graduate Students
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Chen, Xiaojun – International Journal of Technology in Teaching and Learning, 2020
The ability to work with people from different disciplinary is a skill for workplace and it is an important skill for teachers too. This study helps gain a better understanding of how engaging in interdisciplinary design teams impacts student teachers' self-efficacy through the use of collaborative concept maps. A statistically significant…
Descriptors: Preservice Teachers, Preservice Teacher Education, Undergraduate Students, Self Efficacy
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Michaels, Christopher; Liu, Leping – International Journal of Technology in Teaching and Learning, 2020
Career and Technical Education (CTE) is a popular trend in education due to the increased demand from American citizens to include CTE opportunities in schools along with federal funding to build new CTE programs and improve existing ones. Schools are tasked to improve student achievement. Testing performance is a central process to demonstrate…
Descriptors: Academic Achievement, Differences, High School Graduates, Vocational Education
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Chen, Leeann; Zhan, Hong – International Journal of Technology in Teaching and Learning, 2020
As an essential mode of communication, oral presentation plays an important role in the development of second language (L2) automaticity. However, unless best practices are carried out--massive meaningful practice, when presenting seldom relying on the script, in conversational style, and keeping meaningful eye contact with the audience--oral…
Descriptors: Scripts, Public Speaking, Videoconferencing, Online Courses
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