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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
Da-Lun Chen; Kirsi Aaltonen; Hannele Lampela; Jaakko Kujala – Technology, Knowledge and Learning, 2025
The breakthrough in generative artificial intelligence (AI) has unlocked new possibilities for higher education. There are many studies on educational chatbots in the fields of science, technology, engineering, and mathematics; however, studies on designing and leveraging chatbots in a multidisciplinary field like project management have been…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Higher Education
Franco-Mariscal, Antonio-Joaquín; Cebrián-Robles, Daniel; Rodríguez-Losada, Noela – Technology, Knowledge and Learning, 2023
Social constructivism is a learning approach in which students actively construct their own knowledge by way of experiences and interactions with others. As such, it is important to highlight both individual and group-based reflection practices in pre-service teacher training as a key aspect for improving teaching practice. This paper presents the…
Descriptors: Gamification, Preservice Teachers, Secondary School Teachers, Science Teachers
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
Kaliisa, Rogers; Mørch, Anders I.; Kluge, Anders – Technology, Knowledge and Learning, 2022
The literature until 2020 has forecasted a significant uptake of learning analytics (LA) to support learning design in higher education. However, there remain only a few investigations into teachers' course design practices and their perspectives on LA as a tool to support their design practices. This paper presents findings from an examination of…
Descriptors: Learning Analytics, College Faculty, Teacher Attitudes, Instructional Design
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
Kaliisa, Rogers; Dolonen, Jan Arild – Technology, Knowledge and Learning, 2023
Despite the potential of learning analytics (LA) to support teachers' everyday practice, its adoption has not been fully embraced due to the limited involvement of teachers as co-designers of LA systems and interventions. This is the focus of the study described in this paper. Following a design-based research (DBR) approach and guided by concepts…
Descriptors: College Faculty, Student Participation, Discourse Analysis, Behavior Patterns
Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
Bilge Dogan; Aytac Gogus – Technology, Knowledge and Learning, 2025
This study examines teacher candidates' competencies in using Web 2.0 tools and developing digital teaching materials for early childhood education within the scope of the Instructional Technologies Course. This research study investigates the course-based efforts to improve the quality of the education of teacher candidates and to better…
Descriptors: Foreign Countries, Preservice Teachers, Preservice Teacher Education, Early Childhood Education
Cacciamani, Stefano; Perrucci, Vittore; Fujita, Nobuko – Technology, Knowledge and Learning, 2021
This study investigates different instructional designs to promote students' collective cognitive responsibility for Knowledge Building in blended university courses. Using an iterative, design-based research methodology with reference to the conjecture mapping technique, the blended learning design of an undergraduate educational psychology…
Descriptors: Undergraduate Students, Student Responsibility, Blended Learning, Synchronous Communication
Nouri, Jalal – Technology, Knowledge and Learning, 2019
Information and communication technologies have increasingly been integrated in our everyday lives, and as many would say changed how we acquire knowledge and how we learn. It is against such a background this paper will describe how higher education students engage with technology during self-studies and how they in particular utilize different…
Descriptors: Multiple Literacies, Higher Education, Information Technology, Semiotics
Nuere, S.; Díaz-Obregón, R. – Technology, Knowledge and Learning, 2019
The growth of technologies makes necessary redefining higher education. Students nowadays are more prepared to look up information all around the meanings, so we have to deal with new ways of teaching and collaboration. The creative capacity they show, and our background in art an art education are enabling new ways of learning and teaching. Some…
Descriptors: Higher Education, Industrial Arts, Teaching Methods, Creativity
Dobozy, Eva – Technology, Knowledge and Learning, 2017
An ongoing challenge in higher education is the support of educators in their development of effective pedagogies. The field of educational research and practice referred to as Learning Design may be able to help educators with no or limited pedagogical training deliver highly interactive and contemporary teaching and learning offerings. The…
Descriptors: Instructional Design, Interdisciplinary Approach, Models, Higher Education
Sabalic, Maja; Schoener, Jason D. – Technology, Knowledge and Learning, 2017
Virtual reality-based technologies have been used in dentistry for almost two decades. Dental simulators, planning software and CAD/CAM (computer-aided design/computer-aided manufacturing) systems have significantly developed over the years and changed both dental education and clinical practice. This study aimed to assess the knowledge, attitudes…
Descriptors: Dentistry, Medical Education, Dental Schools, Computer Simulation
Frick, Theodore; Dagli, Cesur – Technology, Knowledge and Learning, 2016
We illustrate a very recent research study that demonstrates the value of Massive Open Online Courses (MOOCs) as vehicles for research. We describe the development of the Indiana University Plagiarism Tutorials and Tests (IPTAT). Our new design has been guided by "First Principles of Instruction": authentic problems, activation,…
Descriptors: Online Courses, College Students, Plagiarism, Tutorial Programs
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