Publication Date
In 2025 | 11 |
Since 2024 | 57 |
Descriptor
Source
Technology, Knowledge and… | 57 |
Author
Jessie S. Barrot | 3 |
Andrew A. Tawfik | 2 |
Changhao Liang | 2 |
Francisco D. Guillén-Gámez | 2 |
Gökhan Akçapinar | 2 |
Herb Turner | 2 |
Kyosuke Takami | 2 |
Linda Payne | 2 |
Rwitajit Majumdar | 2 |
Soner Yildirim | 2 |
A. Forkosh-Baruch | 1 |
More ▼ |
Publication Type
Journal Articles | 57 |
Reports - Research | 41 |
Information Analyses | 7 |
Reports - Descriptive | 6 |
Reports - Evaluative | 5 |
Tests/Questionnaires | 4 |
Education Level
Audience
Location
Norway | 4 |
Turkey | 3 |
Germany | 2 |
Japan | 2 |
Spain | 2 |
Australia | 1 |
Croatia | 1 |
Czech Republic | 1 |
Dominican Republic | 1 |
Indonesia | 1 |
Italy | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Beck Depression Inventory | 1 |
What Works Clearinghouse Rating
Sven Judel; Jasper vom Felde; Ulrik Schroeder – Technology, Knowledge and Learning, 2024
This article presents the first iteration of the video analytics system VA4ME that enables the logging of video interactions in Moodle without the need to provide the videos by a separate plugin or website. Instead, the logging plugin injects, if allowed within a course, JavaScript code that logs video interactions and transforms these logs into…
Descriptors: Video Technology, Learning Management Systems, Information Storage, Educational Technology
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
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
Jesús Manuel Soriano-Alcantara; Francisco D. Guillén-Gámez; Julio Ruiz-Palmero – Technology, Knowledge and Learning, 2025
Digital competencies are very significant in terms of integrating digital resources into educational processes. This study presents the validity and reliability of an instrument created by Carrera et al. (2011), in order to evaluate the basic digital competence of the three main educational agents of the educational community (teachers, students,…
Descriptors: Foreign Countries, Test Validity, Test Reliability, Digital Literacy
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
Niels Seidel – Technology, Knowledge and Learning, 2024
In the literature, one can find many claims about how long a learning video should be, but only a few valid reasons and even less empirical evidence. It is argued that a video should be as short as possible according to the learners' attention span. Short videos shall prevent the learner from becoming too passive. The Segmenting Principle…
Descriptors: Instructional Films, Social Media, Time, Attention Span
Bokolo Anthony Jr. – Technology, Knowledge and Learning, 2024
Institutions of higher education are implementing Blended Learning (BL) approaches to supplement traditional courses in enhancing students' learning experiences. However, only fewer studies have examined BL acceptance based on the determinants that influence students' perception towards BL integration in improving learning performance.…
Descriptors: Blended Learning, Higher Education, Technology Uses in Education, Academic Achievement
Don Passey; Jean Gabin Ntebutse; Manal Yazbak Abu Ahmad; Janet Cochrane; Simon Collin; Asmaa Ganayem; Elizabeth Langran; Sadaqat Mulla; Maria Mercedes Rodrigo; Toshinori Saito; Miri Shonfeld; Saunand Somasi – Technology, Knowledge and Learning, 2024
This conceptual paper draws on a wide range of research and policy literature, providing a contemporary view of issues, factors and practices that affect education for digitally excluded populations. Concern for how education for digitally excluded populations can be supported is focal to this paper, with different sections offering key related…
Descriptors: Inclusion, Access to Computers, Access to Education, Minority Group Students
Seyum Getenet; Carole Haeusler; Petrea Redmond; Robert Cantle; Vanessa Crouch – Technology, Knowledge and Learning, 2024
Ensuring quality education for all students requires teachers to possess knowledge and skills in utilising digital technologies effectively for teaching and learning. This study explored how pre-service teachers (PSTs) perceive their digital attitude, efficacy, literacy, engagement, and understanding of digital technologies in an online learning…
Descriptors: Preservice Teachers, Student Attitudes, Educational Technology, Technology Uses in Education
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
O. Trevisan; R. Christensen; K. Drossel; S. Friesen; A. Forkosh-Baruch; M. Phillips – Technology, Knowledge and Learning, 2024
In an era marked by the widespread use of digital technology, educators face the need to constantly learn and develop their own new literacies for the information era, as well as their competencies to teach and apply best practices using technologies. This paper underscores the vital role of ongoing teacher professional learning (OTPL) with a…
Descriptors: Educational Technology, Technology Uses in Education, Faculty Development, Reflective Teaching
Lénia Carvalhais; Paula Azevedo – Technology, Knowledge and Learning, 2024
Schools have been responding to the ongoing digital transformation, which requires continuous self-reflection and decision-making skills from teachers in the inclusion of new digital technologies in the teaching and learning process. In the present study, descriptive measures were used to understand how 140 teachers, in a school group, perceived…
Descriptors: Foreign Countries, Educational Technology, Technological Literacy, Teacher Attitudes
Chatbot Integration within United States Higher Education Websites: Historical Trends from 2017-2023
Z. W. Taylor; Samuel Owusu – Technology, Knowledge and Learning, 2025
As technology continues to advance, more institutions of higher education are integrating artificially intelligent chatbots within their websites to increase customer service efficiency and disseminate information more effectively. However, to date, no studies have explored when institutions of higher education have adopted these technologies, and…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technology Integration, Higher Education
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
Jessie S. Barrot – Technology, Knowledge and Learning, 2024
This emerging technology report delves into the role of ChatGPT, an OpenAI conversational AI, in language learning. The initial section introduces ChatGPT's nature and highlights its features, including accessibility, personalization, immersive learning, and instant feedback, which render it a valuable asset for language learners and educators…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Language Acquisition