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Leung, Promail K. Y.; Cheng, Maurice M. W. – Journal of Educational Technology Systems, 2021
Students nowadays grow up with electronic devices and are adept at navigating the virtual world. Practical activities may be more of a novelty for them than simulations. Using the topic of electric circuits as a context, we examined the ways in which Grade 11 students perceived and learned from practical work and simulations, respectively. In this…
Descriptors: Grade 11, Experiential Learning, Computer Simulation, Electronic Equipment
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Sage, Kara; Piazzini, Michael; Downey, John Charles, IV.; Ewing, Sydney – Journal of Educational Technology Systems, 2020
Students frequently utilize digital devices and applications to assist studying. Past research has yielded mixed results on their effectiveness, and scant research has compared portable technologies with each other or focused on smartphones specifically. We compared college students' learning of vocabulary on paper, laptop, and smartphone.…
Descriptors: Vocabulary Development, Computer Uses in Education, Handheld Devices, Learning Strategies
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Klein, Carrie; Lester, Jaime; Nguyen, Thien; Justen, Abigail; Rangwala, Huzefa; Johri, Aditya – Journal of Educational Technology Systems, 2019
An instrumental case study was conducted at a large, public research university in the mid-Atlantic region of the United States to understand undergraduate use of learning analytics dashboard (LAD) interventions. Eighty-one undergraduate students participated in focus groups. Scenario-based questions, modeled on current and future LAD…
Descriptors: Learning Analytics, Undergraduate Students, Computer Uses in Education, Computer Interfaces
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Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul – Journal of Educational Technology Systems, 2018
This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners' prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers' choices have on enhancing the…
Descriptors: Educational Games, Blended Learning, Computer Simulation, Learner Engagement