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Kara, Ersin; Cagiltay, Kursat – Educational Technology & Society, 2023
This paper reports on the design and development of educational games and materials that utilize affordable e-textile technology. The researchers employed a design-based approach whereby preschool children used three e-textile materials in two cycles to inform on the development of interactive materials from ordinary objects and bodily interactive…
Descriptors: Educational Games, Design, Educational Technology, Preschool Children
Yao, Shu-Nung; Liang, Chaoyun – IEEE Transactions on Learning Technologies, 2023
Image processing-based augmented reality (AR) is widely used in several fields. However, audio content is also crucial in certain cases, for example, focusing on appreciating artwork in a museum, rather than a virtually synthesized image. In this study, an attempt was made to provide ubiquitous learning (u-learning) services by using audio AR for…
Descriptors: Computer Simulation, Electronic Learning, Audio Equipment, Educational Technology
Glaser, Manuela; Knoos, Manuel; Schwan, Stephan – Instructional Science: An International Journal of the Learning Sciences, 2022
Based on previous research on multimedia learning and text comprehension, an eye-tracking study was conducted to examine the influence of audio text coherence on visual attention and memory in a multimedia learning situation with a focus on picture comprehension. Audio text coherence was manipulated by the type of LDI structure, that is, whether…
Descriptors: Multimedia Instruction, Multimedia Materials, Pictorial Stimuli, Reading Comprehension
Mon, Chit Su; Yap, Kian Meng; Ahmad, Azlina – Electronic Journal of e-Learning, 2021
Educational entertainment or edutainment is a popular approach to allow learners experience a fun learning environment while acquiring knowledge. Currently, this approach is widely used and has promising benefits, whereby not only it provides a fun learning environment but also cause learners to hardly notice the learning process. However, as…
Descriptors: Visual Impairments, Blindness, Students with Disabilities, Educational Technology
Aktay, Sayim – International Technology and Education Journal, 2022
In this study, the usability of images generated by artificial intelligence (AI) in education was attempted to be determined. For this purpose, the DALL·E AI tool developed by OpenAI was used. This research aims to determine the usability of images generated by artificial intelligence in education and the qualitative research design was used.…
Descriptors: Artificial Intelligence, Educational Technology, Usability, Visual Aids
Brenna Griffen – ProQuest LLC, 2023
Identifying preferred stimuli is an initial step in many evidence-based educational programs for young children. Preference assessments, such as the Multiple Stimulus Without Replacement (MSWO), provide an empirically validated way of identifying and ranking these stimuli. Traditional methods of training professionals to implement MSWO often…
Descriptors: Artificial Intelligence, Educational Technology, College Students, Speech Language Pathology
Zhe Wang; Sara Abercrombie; Rachel Wong; Yuxin Ren; Shiting Dai – Journal of Computer Assisted Learning, 2024
Background: There are two major types of pictures that have been the focus of multimedia learning research, namely, seductive and interpretational pictures. Despite an increasing body of literature documenting the effects of either seductive or interpretational pictures added to text-based materials, there is a paucity of research explicitly…
Descriptors: Electronic Learning, Computers, Computer Assisted Instruction, Visual Aids
Kun Zhou; Siyue Ma; Zhiqin Gu; Shuting Li; Xinchao Liu – Journal of Developmental and Physical Disabilities, 2023
In order to propose intervention methods that can effectively improve the vocational skills of adolescents with autism spectrum disorders, meta-analysis is conducted on 16 research articles in the past twenty years focusing on single-type subjects. The intervention Tau-U effect values of related studies are calculated, and adjustment analysis is…
Descriptors: Adolescents, Autism Spectrum Disorders, Intervention, Vocational Education
J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning
Aksoy, Yakup – International Journal of Education and Literacy Studies, 2023
The fact that the violin is a fretless instrument brings along intonation problems both in its performance and in its education. The introduction of technology into educational environments day by day, has led to the need to try different methods besides the traditional methods for solving intonation problems. The aim of this study is to examine…
Descriptors: Music Education, Musical Instruments, Educational Technology, Computer Assisted Instruction
Sarah E. Wegwerth; Gianna J. Manchester; Julia E. Winter – Journal of Visual Impairment & Blindness, 2023
Introduction: Visual model comprehension and application are important for success in science, technology, engineering, and mathematics (STEM) courses. As educational materials shift to primarily digital content with dynamic interactive visuals, students with visual impairments are at risk for being disadvantaged, since few interactives are born…
Descriptors: Visual Impairments, Students with Disabilities, STEM Education, Blindness
Chen, Chi-Yuan – British Journal of Educational Technology, 2022
This pilot study investigated the effects of immersive virtual reality (VR) training on the classroom management ability of preservice teachers, the addition of real-time audio feedback as reinforcement and whether preservice teachers could apply their training in an actual classroom setting. We employed the Breaking Bad Behaviours' immersive VR…
Descriptors: Computer Simulation, Educational Technology, Program Effectiveness, Classroom Techniques
Romero, Margarida; Barma, Sylvie – Canadian Journal of Learning and Technology, 2022
Problem-solving activities have been studied from a diversity of epistemological perspectives. In problem-solving activities, the initial tensions of a problematic situation led to a cognitive dissonance between conflicting motives and instruments to reach the activity goal. We analyze problem-solving in the continuation of Sannino and Laitinen's…
Descriptors: Problem Solving, Stimuli, Stimulation, Decision Making
Takemura, Atsushi – International Association for Development of the Information Society, 2022
Science and technology education necessitates teaching and learning experiments involving electronic circuit construction and measurements using experimental equipment. In this study, a novel cross reality system for learning physical circuit construction and performing virtual experiments using virtual experimental equipment with mid-air haptics…
Descriptors: Science Education, Technology Education, Electronic Equipment, Science Experiments
Samarawickrama, Chamath; Lenadora, Damitha; Ranathunge, Rakhitha; De Silva, Yumantha; Perera, Indika; Welivita, Kalpani – International Journal of Disability, Development and Education, 2023
Visual impairment can affect a student's ability to learn since their concept development when interacting with educational material is being limited. Learning activities based on images and visually rich content are mainstream learning methods, where facilitating students with visual impairments for engaged learning can be challenging. For comic…
Descriptors: Visual Impairments, Students with Disabilities, Cartoons, Teaching Methods
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