Publication Date
In 2025 | 3 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 8 |
Descriptor
Cognitive Processes | 8 |
Technology Uses in Education | 4 |
Grade 7 | 3 |
Middle School Students | 3 |
Arithmetic | 2 |
Blended Learning | 2 |
Concept Mapping | 2 |
Cooperative Learning | 2 |
Difficulty Level | 2 |
Educational Technology | 2 |
Grade 5 | 2 |
More ▼ |
Source
British Journal of… | 8 |
Author
Hwang, Gwo-Jen | 2 |
Jingjing Ma | 2 |
Shufan Yu | 2 |
Ailing Qiao | 1 |
Arevalillo-Herráez, Miguel | 1 |
Arnau, David | 1 |
Chen, Jhih-Hao | 1 |
Chen, Mei-Rong Alice | 1 |
Cheng, Meng-Tzu | 1 |
Chunhua Wang | 1 |
Diago, Pascual D. | 1 |
More ▼ |
Publication Type
Journal Articles | 8 |
Reports - Research | 8 |
Education Level
Middle Schools | 8 |
Junior High Schools | 6 |
Secondary Education | 6 |
Elementary Education | 5 |
Grade 7 | 3 |
Grade 5 | 2 |
Intermediate Grades | 2 |
Grade 6 | 1 |
Audience
Location
California (San Francisco) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Jingjing Ma; Qingtang Liu; Shufan Yu; Jindian Liu; Xiaojuan Li; Chunhua Wang – British Journal of Educational Technology, 2025
This research employs the fuzzy-set qualitative comparative analysis (fsQCA) method to investigate the configurations of multiple factors influencing scientific concept learning, including augmented reality (AR) technology, the concept map (CM) strategy and individual differences (eg, prior knowledge, experience and attitudes). A quasi-experiment…
Descriptors: Science Education, Scientific Concepts, Comparative Analysis, Qualitative Research
del Olmo-Muñoz, Javier; González-Calero, José Antonio; Diago, Pascual D.; Arnau, David; Arevalillo-Herráez, Miguel – British Journal of Educational Technology, 2022
Problem solving is often regarded as one of the most essential cognitive functions in our daily lives, and, for that reason, educational theorists have long stressed the need for its development. As cognitive flexibility is a fundamental characteristic necessary throughout the problem-solving process, the purpose of this study is to analyse…
Descriptors: Problem Solving, Arithmetic, Grade 5, Grade 6
Giulia Cosentino; Jacqueline Anton; Kshitij Sharma; Mirko Gelsomini; Michail Giannakos; Dor Abrahamson – British Journal of Educational Technology, 2025
As AI increasingly enters classrooms, educational designers have begun investigating students' learning processes vis-à-vis simultaneous feedback from active sources--AI and the teacher. Nevertheless, there is a need to delve into a more comprehensive understanding of the orchestration of interactions between teachers and AI systems in educational…
Descriptors: Artificial Intelligence, Learning Processes, Instructional Design, Design
Zheng, Xiao-Li; Kim, Hoi-Soo; Lai, Wen-Hua; Hwang, Gwo-Jen – British Journal of Educational Technology, 2020
In recent years, most studies on flipped classrooms or flipped learning have focused on learners' motivation, academic achievement and teachers' and students' perceptions of the flipped classroom. Little research has involved interactions in the flipped classroom. This study aims to show that in-class collaborative learning in the flipped…
Descriptors: Educational Technology, Technology Uses in Education, Video Technology, Cooperative Learning
Shadiev, Rustam; Hwang, Wu-Yuin; Liu, Tzu-Yu – British Journal of Educational Technology, 2021
In this study, we designed a game-based English as a foreign language (EFL) learning activity for junior high school students for the application of newly learned knowledge to the real world. The learning activity was combined with physical exercises such as walking. Smartwatches were used to help students create learning content during the…
Descriptors: Cognitive Processes, English (Second Language), Second Language Learning, Handheld Devices
Hwang, Gwo-Jen; Chen, Mei-Rong Alice; Sung, Han-Yu; Lin, Meng-Hsuan – British Journal of Educational Technology, 2019
The capability of reading comprehension is one of the essential skills for learning different topics, and has been recognized as a challenging objective in the Chinese curriculum. In this study, a concept mapping-based summarization strategy was incorporated into flipped learning to improve students' reading comprehension. The participants of the…
Descriptors: Concept Mapping, Blended Learning, Reading Comprehension, Mandarin Chinese
Cheng, Meng-Tzu; Su, TzuFen; Huang, Wei-Yu; Chen, Jhih-Hao – British Journal of Educational Technology, 2014
The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled "Humunology" and examines the impact of using "Humunology" for learning how the body's defense system works. A total of 132 middle school…
Descriptors: Educational Games, Biology, Immunization Programs, Cognitive Processes