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Cheng-Hung Wang – Education and Information Technologies, 2025
In the post-COVID-19 era, information education with highly interactive teaching methods has become increasingly common. In particular, the metaverse and virtual reality (VR) technology can be used in novel learning methods to leverage the intuitiveness, immersivity, and interactivity of VR. For example, students could use VR to simulate…
Descriptors: Computer Simulation, Instructional Materials, Natural Sciences, Elementary Secondary Education
Zachry William Warren – ProQuest LLC, 2024
The purpose of this research is to better understand how perceived usefulness (PU) and perceived ease of use (PEU) predict how frequently science teachers use digital learning tools in the physical classroom. The research was based on the widely used Technology Acceptance Model (TAM), originally developed by Davis (1989). The research is…
Descriptors: Educational Technology, Technology Uses in Education, Usability, Value Judgment
Rizki Zakwandi; Edi Istiyono; Wipsar Sunu Brams Dwandaru – Education and Information Technologies, 2024
Computational Thinking (CT) skill was a part of the global framework of reference on Digital Literacy for Indicator 4.4.2, widely developed in mathematics and science learning. This study aimed to promote an assessment tool using a two-tier Computerized Adaptive Test (CAT). The study used the Design and Development Research (DDR) method with four…
Descriptors: Computer Assisted Testing, Adaptive Testing, Student Evaluation, Computation
Kathleen A. McCaffery-Pomerleau – ProQuest LLC, 2024
The study investigated users' perspectives on My Path to Learning (MPTL), an interactive cloud technology, as a tool for differentiating instruction in phonology and spelling for K-8 students. The study aimed to enhance the digital platform by incorporating and acting upon user feedback. The researcher collected qualitative data to examine the…
Descriptors: Teacher Participation, Teacher Collaboration, Educational Technology, Technology Uses in Education
Christopher Ortega; Angelica Rose Agregado; Earl Xander Gabas; Cheerielyn Amado; Jilbrix Kyle Magno; Arnel Guerrero; Romes Gabriel Alaon; Mark Anthony R. Aribon III – Interactive Learning Environments, 2024
Learning history is vital for students' intellectual, spiritual, emotional, and physical development. Students perceive history subject as difficult and boring because they must memorize facts and understand those facts, concepts, time, and historical events. Interactive multimedia can increase students' enthusiasm and make the teaching and…
Descriptors: Game Based Learning, Educational Games, Usability, Instructional Materials
Shuxia Yang; Rui Wang; Bing Mei – Interactive Learning Environments, 2024
Given the paucity of research on mobile-assisted language learning (MALL) in secondary schools in China, this retrospective case study explored the psychological processes underlying the non-voluntary MALL experiences of Chinese secondary school students during a lockdown to contain the spread of COVID-19. Drawing on prior technology acceptance…
Descriptors: Foreign Countries, Student Attitudes, Telecommunications, Handheld Devices
Jill J. Locke; Olivia G. Michael; Tana Holt; Amy Drahota; Kelsey S. Dickson – School Mental Health, 2024
Research indicates inadequate evidence-based practice (EBP) implementation for autistic adolescents in schools, despite schools being the most accessed service system by autistic youth. It is critical for school personnel to have a systematic approach to select and adopt autism EBPs. The Autism Community Toolkit: Systems to Measure and Adopt…
Descriptors: Evidence Based Practice, Decision Making, Autism Spectrum Disorders, Middle Schools
Chi-Jung Sui; Miao-Hsuan Yen; Chun-Yen Chang – Education and Information Technologies, 2024
This study examined the effects of a technology-enhanced intervention on the self-regulation of 262 eighth-grade students, employing information and communication technology (ICT) and web-based self-assessment tools set against science learning. The data were analyzed using Bayesian structural equation modeling to unravel the intricate…
Descriptors: Technology Uses in Education, Independent Study, Middle School Students, Grade 8
Hameedur Rahman; Samiya Abdul Wahid; Faizan Ahmad; Numan Ali – Education and Information Technologies, 2024
Virtual classrooms based on the metaverse or virtual reality are useful and effective for imparting basic chemistry concepts. Interactive and immersive environments can effectively teach fundamental chemistry concepts, such as chemical bonding and formulas, thereby making these otherwise abstract and intangible ideas more accessible and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Computer Simulation
Saif Mohammed; Laszlo Kinyo – Turkish Online Journal of Distance Education, 2025
Schools in Iraq use Arabic, and English, as the language of instruction. This study aims to examine the impact of language of instruction on students' attitudes towards technology, teaching practices, and learning outcomes in secondary and upper primary schools in Iraq. This research study employed a quantitative approach to explore the…
Descriptors: Foreign Countries, English, Arabic, Language of Instruction
Gloria Mittmann; Adam Barnard; Sonja Zehetmayer; Simon Wimmer; Vanessa Zehetner; Sylvia Doerfler; Kate Woodcock; Beate Schrank – International Journal of Game-Based Learning, 2024
Early adolescence is a major time for friendship development, and interpersonal emotion regulation (iER) is a vital skill for social interactions. Serious games are an exciting way to engage young people with psychoeducational content. The authors developed a serious game teaching iER strategies to early adolescents in an interdisciplinary and…
Descriptors: Foreign Countries, Middle School Students, Educational Games, Computer Games