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Jo Tondeur; Sarah Howard; Ana Amélia Carvalho; Marijke Kral; Dominik Petko; Lakshmi T. Ganesh; Fredrik Mørk Røkenes; Louise Starkey; Matt Bower; Petrea Redmond; Bent B. Andresen – Technology, Knowledge and Learning, 2024
Despite the widely recognised impact of both digital and physical spaces as active contributors to teaching and learning processes, relatively little is known about the learning environment. Furthermore, it is time to explore the interplay between these two spaces. Therefore, we proposed employing a holistic approach to develop a new conceptual…
Descriptors: Integrated Activities, Educational Environment, Electronic Learning, Physical Environment
Yvonne M. Fromm; Florence Martin; Tuba Gezer; Dirk Ifenthaler – Technology, Knowledge and Learning, 2025
Systematic reviews have been gaining attention as a research methodology and are among the most frequently cited sources in educational sciences. However, best practices for conducting systematic reviews in educational sciences are still evolving. We conducted N = 12 qualitative interviews to learn from experienced systematic review researchers…
Descriptors: Best Practices, Literature Reviews, Educational Research, Educational Researchers
Dennis A. Rivera; Mariane Frenay; Valérie Swaen – Technology, Knowledge and Learning, 2024
Social constructivism emphasises the role of meaningful interactions as a vehicle for learning. Meaningful interactions engage learners cognitively and socially with others to construct knowledge. Such interactions, however, require an environment specially designed to facilitate and guide learners' cognitive and social processes towards the…
Descriptors: MOOCs, Instructional Design, Discussion Groups, Social Influences
Hiroaki Ogata; Changhao Liang; Yuko Toyokawa; Chia-Yu Hsu; Kohei Nakamura; Taisei Yamauchi; Brendan Flanagan; Yiling Dai; Kyosuke Takami; Izumi Horikoshi; Rwitajit Majumdar – Technology, Knowledge and Learning, 2024
This paper explores co-design in Japanese education for deploying data-driven educational technology and practice. Although there is a growing emphasis on data to inform educational decision-making and personalize learning experiences, challenges such as data interoperability and inconsistency with teaching goals prevent practitioners from…
Descriptors: Educational Technology, Instructional Design, Cooperation, Data Use
Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
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
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
Herb Turner; Raifu Durodoye – Technology, Knowledge and Learning, 2024
Designing rigorous studies to identify technology-based interventions to improve K-12 student reading skills require intervention researchers to take a "road less traveled." This chapter presents that road using the Knowledge Acquisition and Transformation Expansions (KATE) intervention as a case study. An early version of KATE has shown…
Descriptors: Reading Instruction, Intervention, Technology Uses in Education, Elementary Secondary Education
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Durmus Burak; Mehmet Gultekin – Technology, Knowledge and Learning, 2024
In this study, it was aimed to implement and evaluate an adaptive learning environment (ALE) designed according to the learner characteristics of 4th grade primary school students and integrate educational hypermedia environments with face-to-face teaching. Via a preliminary study carried out in accordance with this purpose, the variables that…
Descriptors: Educational Environment, Design, Grade 4, Elementary School Students
Pirgit Sillaots; Kairit Tammets; Terje Väljataga; Martin Sillaots – Technology, Knowledge and Learning, 2024
EdTech companies can develop tools and services for educational institutions. The EdTech sector needs teachers as end-users to create services and tools that serve the users' real needs. Co-creation in the EdTech sector is essential for bridging the gap between developers' and educators' needs. By collaboratively designing learning technologies,…
Descriptors: Educational Technology, Technology Uses in Education, Partnerships in Education, Universities
Andrew A. Tawfik; Linda Payne; Heather Ketter; Jedidiah James – Technology, Knowledge and Learning, 2025
In contrast to traditional views of instructional design that are often focused on content development, researchers are increasingly exploring learning experience design (LXD) perspectives as a way to espouse a broader and more holistic view of learning. In addition to cognitive and affective perspectives, LXD includes perspectives on…
Descriptors: Instructional Design, Educational Technology, Technology Integration, Usability
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)
Taufik Slamet; Thomas Brush; Kyungbin Kwon – Technology, Knowledge and Learning, 2025
This study aims to investigate the effects of competition through a digital leaderboard in gamified online discussions on learners' behavioral and cognitive engagement in learning. Twenty-three graduate students pursuing master's degree in instructional technology in a public university in Indonesia were involved in a five-week quasi-experiment (N…
Descriptors: Competition, Gamification, Computer Mediated Communication, Group Discussion
Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
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