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Tom Olney; Bart Rienties; Daphne Chang; Duncan Banks – Technology, Knowledge and Learning, 2024
Higher education institutions are increasingly moving from traditional education approaches to incorporate online and distance learning (ODL) models, and this represents a substantial educational challenge for many educators. One way to support this challenge is by providing appropriate professional development (PD) for the design of ODL. Based on…
Descriptors: Electronic Learning, Distance Education, Faculty Development, Foreign Countries
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Andrew A. Tawfik; Linda Payne; Andrew M. Olney – Technology, Knowledge and Learning, 2024
Theorists and educators increasingly highlight the importance of computational thinking in STEM education. While various scaffolding strategies describe how to best support this skillset (i.e., paired programming, worked examples), less research has focused on the design and development of these digital tools. One way to support computational…
Descriptors: Thinking Skills, Computation, STEM Education, Scaffolding (Teaching Technique)
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José-Manuel Sáez-López; Rolando-Óscar Grimaldo-Santamaría; Mª-Pilar Quicios-García; Esteban Vázquez-Cano – Technology, Knowledge and Learning, 2024
Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical…
Descriptors: Gamification, Teaching Methods, Elementary School Teachers, Foreign Countries
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Tobar-Muñoz, Hendrys; Baldiris, Silvia; Fabregat, Ramon – Technology, Knowledge and Learning, 2023
Augmented Reality Game-Based Learning (ARGBL) is becoming increasingly relevant in Technology-Enhanced Learning. Games with AR characteristics, or even AR applications structured with rules and game elements, are proving to be effective and successful learning experiences. There is a need to include teachers in the design process. In this paper,…
Descriptors: Computer Simulation, Simulated Environment, Educational Games, Game Based Learning
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Kaliisa, Rogers; Dolonen, Jan Arild – Technology, Knowledge and Learning, 2023
Despite the potential of learning analytics (LA) to support teachers' everyday practice, its adoption has not been fully embraced due to the limited involvement of teachers as co-designers of LA systems and interventions. This is the focus of the study described in this paper. Following a design-based research (DBR) approach and guided by concepts…
Descriptors: College Faculty, Student Participation, Discourse Analysis, Behavior Patterns
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Kaliisa, Rogers; Mørch, Anders I.; Kluge, Anders – Technology, Knowledge and Learning, 2022
The literature until 2020 has forecasted a significant uptake of learning analytics (LA) to support learning design in higher education. However, there remain only a few investigations into teachers' course design practices and their perspectives on LA as a tool to support their design practices. This paper presents findings from an examination of…
Descriptors: Learning Analytics, College Faculty, Teacher Attitudes, Instructional Design
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Gonzalez, Emily A.; Grotzer, Tina A.; McGivney, Eileen; Reilly, Joseph – Technology, Knowledge and Learning, 2022
Multi-User Virtual Environments (MUVEs) provide a rich and immersive context for introducing inquiry-based and Problem-Based Learning (PBL) into science classrooms. MUVES can have a significant effect on learning outcomes, however, illuminating how particular design features interact with those outcomes is an important area of investigation for…
Descriptors: Science Instruction, Inquiry, Active Learning, Problem Based Learning
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Cacciamani, Stefano; Perrucci, Vittore; Fujita, Nobuko – Technology, Knowledge and Learning, 2021
This study investigates different instructional designs to promote students' collective cognitive responsibility for Knowledge Building in blended university courses. Using an iterative, design-based research methodology with reference to the conjecture mapping technique, the blended learning design of an undergraduate educational psychology…
Descriptors: Undergraduate Students, Student Responsibility, Blended Learning, Synchronous Communication
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Bakki, Aicha; Oubahssi, Lahcen; George, Sébastien; Cherkaoui, Chihab – Technology, Knowledge and Learning, 2020
The work presented in this paper examines part of a broader issue in the field of technology-enhanced learning and focused on Massive Open Online Courses environments (MOOC). The main goal is to provide an approach, models and tools to assist teachers in the scenario design process and the operationalization of pedagogical scenarios in a…
Descriptors: Online Courses, Programming, Integrated Learning Systems, Models
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Lippert, Anne; Shubeck, Keith; Morgan, Brent; Hampton, Andrew; Graesser, Arthur – Technology, Knowledge and Learning, 2020
This article describes designs that use multiple conversational agents within the framework of intelligent tutoring systems. Agents in this case are computerized talking heads or embodied animated avatars that help students learn by performing actions and holding conversations with them in natural language. The earliest conversational intelligent…
Descriptors: Intelligent Tutoring Systems, Man Machine Systems, Natural Language Processing, Educational Technology
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Tawfik, Andrew A.; Graesser, Arthur; Love, Jenee – Technology, Knowledge and Learning, 2020
Researchers suggest that solving ill-structured problems using project-based learning approaches is one way to engender STEM learning outcomes. However, project based learning poses unique challenges in practice, including the translation of technical information, design of scenarios, facilitation of instruction, and management of student…
Descriptors: Active Learning, Student Projects, STEM Education, Computer Uses in Education
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Olsson, Jan; Granberg, Carina – Technology, Knowledge and Learning, 2019
The present study contributes to knowledge about how to design tasks that benefit from dynamic software in math education, comparing practice performance and learning outcomes among 129 students practicing on two different task designs using GeoGebra. The task designs differed with respect to the presence or absence of guidelines on how to solve…
Descriptors: Mathematics Education, Mathematics Instruction, Instructional Design, Computer Software
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Nouri, Jalal – Technology, Knowledge and Learning, 2019
Information and communication technologies have increasingly been integrated in our everyday lives, and as many would say changed how we acquire knowledge and how we learn. It is against such a background this paper will describe how higher education students engage with technology during self-studies and how they in particular utilize different…
Descriptors: Multiple Literacies, Higher Education, Information Technology, Semiotics
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Seufert, Sabine; Meier, Christoph; Soellner, Matthias; Rietsche, Roman – Technology, Knowledge and Learning, 2019
The increasing prevalence of learner-centred forms of learning as well as an increase in the number of learners actively participating on a wide range of digital platforms and devices give rise to an ever-increasing stream of learning data. Learning analytics (LA) can enable learners, teachers, and their institutions to better understand and…
Descriptors: Incidence, Student Centered Learning, Data Analysis, Prediction
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Catlin, Dave; Blamires, Mike – Technology, Knowledge and Learning, 2019
In 1969, Seymour Papert invented the first educational robot called a Turtle. It was an addition to the computer language Logo, which he'd designed in 1965 specifically for educating children. Papert did not simply invent some technology, he offered a revolutionary way of educating children. He gave teachers practical tools to realise…
Descriptors: Robotics, Special Needs Students, Teaching Methods, Educational Benefits
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