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Stieler-Hunt, Colleen; Jones, Christian M. – Research in Learning Technology, 2015
This study used qualitative methods to explore why some educators embrace the use of digital game-play (DGP) in the classroom. The results indicated that these teachers had a very strong belief that DGP could be beneficial for learning which stemmed from experiencing their own form of subjective success with using DGP in the classroom, availing…
Descriptors: Qualitative Research, Teaching Methods, Electronic Learning, Technology Uses in Education
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Barden, Owen – Research in Learning Technology, 2014
Dyslexia has an ambivalent relationship with learning technology. Any potential gains may be nullified if the technology is perceived to exacerbate stigma. This paper examines the use of an "everyday" technology, Facebook, by a small group of sixth form students labelled as dyslexic. "Levelling the playing field" is a phrase…
Descriptors: Dyslexia, Technology Uses in Education, Web 2.0 Technologies, Assistive Technology
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Walker, Ros – Research in Learning Technology, 2013
Are pupils in the United Kingdom using mobile devices to help their learning? If so, what are they using and why? This article is based on research carried out by questionnaire, observation and pupil interviews at two English academies. One of the academies provides mobile devices for the pupils, and the other bans the use of mobile devices. The…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Technology Uses in Education
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Rector-Aranda, Amy; Raider-Roth, Miriam – Research in Learning Technology, 2015
This article presents an educational action research study examining how one online, classroom-based role-play simulation offers middle school students the opportunity to strengthen their agency and voice. The Jewish Court of All Time (JCAT) is a web-mediated simulation designed for middle school classrooms where students take on roles of various…
Descriptors: Action Research, Role Playing, Simulation, Middle School Students