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LueCrecy Ragan – ProQuest LLC, 2024
Technology use, education technology, and innovations continue to grow in the 21st century. Information is abundant, and it can be challenging to process and decipher. Students are deficient in critical thinking and experience negative effects from the overuse of technology. Liberal education philosophy focuses on building critical thinking and…
Descriptors: Technology Uses in Education, Liberal Arts, Phenomenology, Critical Thinking
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Yang, Dazhi; Baldwin, Sally J. – International Journal of Technology in Education and Science, 2020
This paper provides the first review and illustration of technology-use strategies for supporting student learning in different integrated science, technology, engineering, and mathematics (STEM) learning environments. An integrated STEM learning environment may focus on integrating and learning science and mathematics or integrating and learning…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, STEM Education
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Galway, Gerald J.; Maddigan, Beth; Stordy, Mary – Technology, Pedagogy and Education, 2020
In this yearlong qualitative study, situated within cognitive and social constructivist theory, the authors investigate the adoption of tablets (iPads) by a group of nine teacher educators for use in pre-service teacher instruction. Using data gathered from focus groups following each of three teaching terms, the authors examined how teacher…
Descriptors: Handheld Devices, Technology Integration, Preservice Teacher Education, Elementary Secondary Education
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Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2020
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The…
Descriptors: Educational Games, Computer Simulation, Game Based Learning, Handheld Devices