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Guggemos, Josef; Seufert, Sabine; Román-González, Marcos – Technology, Knowledge and Learning, 2023
Computational thinking (CT) is an important 21st-century skill. This paper aims at more useful CT assessment. Available evaluation instruments are reviewed; two generally accepted CT evaluation tools are selected for a comprehensive CT assessment: the CTt, a performance test, and the CTS, a self-assessment instrument. The sample comprises 202 high…
Descriptors: Computation, Thinking Skills, 21st Century Skills, Evaluation Methods
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Gezgin, Deniz Mertkan; Gurbuz, Fatmagul; Barburoglu, Yusuf – Technology, Knowledge and Learning, 2023
This research aims to examine the relationship between high school students' reading habits and their smartphone addiction level. The sample consisted of 512 high school students studying in various private schools located in Turkish cities of Istanbul and Edirne. High school students were included in the study using the convenience sampling…
Descriptors: Foreign Countries, High School Students, Handheld Devices, Telecommunications
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Can, Yafes; Bardakci, Salih; Sarikaya, Esma Emmioglu – Technology, Knowledge and Learning, 2023
This study investigates the effect of student response system (SRS) on students' achievement and achievement emotions in an English course. The participants were 9th grade students (n = 83, 40 female and 43 male) attending a high school in Turkey. Study involved one experiment and two control groups. In the experimental group, SRS was used to ask…
Descriptors: Foreign Countries, High School Students, Grade 9, Audience Response Systems
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Kiliç, Servet; Çakiroglu, Ünal – Technology, Knowledge and Learning, 2023
Since teaching robotics in schools is still new for teachers, studies on how to integrate computational thinking concepts in robotics courses are still rare. In this direction, teacher training sessions for teaching robotics should be visited. Accordingly, in this exploratory case study, a professional development program for teachers was…
Descriptors: Program Development, Program Implementation, Program Evaluation, Faculty Development
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Portešová, Šárka; Jaburek, Michal; Recka, Karel; Straka, Ondrej; Parker, Wayne D. – Technology, Knowledge and Learning, 2023
New game technologies seem to permeate every area of daily life. Therefore, it is not surprising that, in addition to the incorporation of entertaining gaming features into otherwise dull or tedious activities, the positive influence of user experience and user engagement has also been on the rise in recent years. It is all part of gamification.…
Descriptors: Personality Traits, Gender Differences, Competition, Gamification
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Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
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Sobocinski, Márta; Malmberg, Jonna; Järvelä, Sanna – Technology, Knowledge and Learning, 2022
In socially shared regulation of learning, adaptation is a key process for overcoming collaborative learning challenges. Monitoring the learning process allows learners to recognize the situations that require a need to change, revise, or optimize the current learning process. This can be done through adapting their strategies, task perception,…
Descriptors: Video Technology, Metabolism, High School Students, Physics
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Baiden, Patrick; Essel, Harry Barton; Vlachopoulos, Dimitrios; Tachie-Menson, Akosua; Essuman, Michael Ato – Technology, Knowledge and Learning, 2022
The engagement and motivation of students in drawing activities are of great importance to their learning processes. The decline in attendance and difficulties stimulating the drawing skills of students make it crucial to develop novel methodologies that can overcome these difficulties. In visual art education research, utilizing game elements…
Descriptors: Game Based Learning, Family and Consumer Sciences, Student Motivation, Learner Engagement
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Mandanici, Marcella; Di Filippo, Roberto; Delle Monache, Stefano – Technology, Knowledge and Learning, 2021
This paper describes an educational experience realized in the form of extracurricular workshops involving music technology students of the "V. Gambara" music high school in Brescia (Italy). By means of a participatory prototyping experience, the project aimed at fostering the students awareness and understanding of technological means…
Descriptors: Extracurricular Activities, Workshops, Music Education, High School Students
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Ferrarelli, Paola; Iocchi, Luca – Technology, Knowledge and Learning, 2021
Novel technology has been applied to improve students' learning abilities in different disciplines. The research in this field is still finding suitable methodologies, tools, and evaluation mechanisms to devise learning frameworks with high impact on students' performance. This article describes an instructional method to perform Newtonian physics…
Descriptors: Physics, Scientific Concepts, Programming, Robotics
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Tolwinska, Bozena – Technology, Knowledge and Learning, 2021
The aim of the analysis is to present the role of school principals in supporting teachers' skillful use of information and communication technologies in education. The article presents the results of analysis of a fragment of data from a study carried out in 2017 as part of the research project devoted to the specificity of functioning of schools…
Descriptors: Principals, Administrator Role, Technological Literacy, Educational Technology
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Cantero-Chinchilla, F. N.; Díaz-Martín, C.; García-Marín, A. P.; Estévez, J. – Technology, Knowledge and Learning, 2020
Performance of engineering degree students often becomes an important concern for lectures. Using classical teaching methodologies in practical lectures may be behind the problem. The present work develops a couple of innovative student-response-system based methodologies designed to be implemented during engineering practical lessons in higher…
Descriptors: Instructional Innovation, Audience Response Systems, Engineering Education, Civil Engineering
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Fung, Chak-Him – Technology, Knowledge and Learning, 2020
STEM education is essential but challenging. Educators generally believe that both practical work and flipped learning facilitate STEM education. Practical work is useful in establishing linkages among STEM-related disciplines as well as the connections between knowledge and the real-life problems while flipped learning allows teachers to spend…
Descriptors: STEM Education, Blended Learning, Homework, High School Students
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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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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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