Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 24 |
Descriptor
Source
Author
Sahin, Ismail | 2 |
Ahmad, K. | 1 |
Anglin, Gary J. | 1 |
Azevedo, Roger | 1 |
Blummer, Barbara | 1 |
Brailsford, Tim | 1 |
Branin, Joseph J. | 1 |
Brown, Elizabeth | 1 |
Burbules, Nicholas C. | 1 |
Cain, Timothy J. | 1 |
Callister, Thomas A., Jr. | 1 |
More ▼ |
Publication Type
Journal Articles | 42 |
Reports - Descriptive | 16 |
Reports - Research | 11 |
Reports - Evaluative | 10 |
Opinion Papers | 5 |
Information Analyses | 2 |
Book/Product Reviews | 1 |
Guides - Classroom - Teacher | 1 |
Education Level
Higher Education | 6 |
Elementary Secondary Education | 5 |
Elementary Education | 3 |
Secondary Education | 3 |
Junior High Schools | 2 |
Middle Schools | 2 |
Adult Education | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Grade 9 | 1 |
More ▼ |
Audience
Location
Canada | 1 |
China | 1 |
Israel | 1 |
Netherlands | 1 |
Ohio | 1 |
Russia | 1 |
Spain (Madrid) | 1 |
Laws, Policies, & Programs
Family Educational Rights and… | 1 |
Assessments and Surveys
Learning and Study Strategies… | 1 |
What Works Clearinghouse Rating
Reidenberg, Joel R.; Schaub, Florian – Theory and Research in Education, 2018
Education, Big Data, and student privacy are a combustible mix. The improvement of education and the protection of student privacy are key societal values. Big Data and Learning Analytics offer the promise of unlocking insights to improving education through large-scale empirical analysis of data generated from student information and student…
Descriptors: Data Collection, Information Security, Student Records, Privacy
Azevedo, Roger; Mudrick, Nicholas; Taub, Michelle; Wortha, Franz – Teachers College Record, 2017
Metacognition and emotions play a critical role in learners' ability to monitor and regulate their learning about 21st-century skills related to science, technology, engineering, and mathematics (STEM) content while using advanced learning technologies (ALTs; e.g., intelligent tutoring systems, serious games, hypermedia, augmented reality). In…
Descriptors: Metacognition, Psychological Patterns, STEM Education, Educational Technology
Lundie, David – Studies in Philosophy and Education, 2016
This paper draws attention to the tendency of a range of technologies to reduce pedagogical interactions to a series of datafied transactions of information. This is problematic because such transactions are always by definition reducible to finite possibilities. As the ability to gather and analyse data becomes increasingly fine-grained, the…
Descriptors: Teaching Methods, Educational Philosophy, Teacher Student Relationship, Educational Environment
Nikolaeva, Yuliya S.; Pak, Nikolay I. – Journal of Social Studies Education Research, 2017
The relevance of the research is due to the need of taking into account the learners' cognitive characteristics in the educational process. Knowing the personal qualities of people is also important when choosing an occupation or employment. This is why the paper is aimed at describing the opportunities of the newest Web and mobile applications…
Descriptors: Educational Technology, Technological Advancement, Technology Uses in Education, Educational Diagnosis
Zhang, Yin; Chu, Samuel K. W. – International Review of Research in Open and Distributed Learning, 2016
In recent years, a number of models concerning problem solving systems have been put forward. However, many of them stress on technology and neglect the research of problem solving itself, especially the learning mechanism related to problem solving. In this paper, we analyze the learning mechanism of problem solving, and propose that when…
Descriptors: Web Based Instruction, Problem Solving, Foreign Countries, Information Processing
Heinemann, Daria S. – Communication Teacher, 2011
With the expansion of online interactions and exponential growth of Computer Mediated Communication (CMC), attention is brought to those theories in communication that address the implications of relationships developed within these contexts. In communication courses students learn about both face-to-face (FtF) and CMC relationships and have the…
Descriptors: Nonverbal Communication, Computer Mediated Communication, Information Processing, Synchronous Communication
Campigotto, Rachelle; McEwen, Rhonda; Epp, Carrie Demmans – Computers & Education, 2013
A five-month exploratory study was conducted with iOS mobile devices in two Toronto area schools with students in grades 7 through 12. Both classrooms were identified as Special Education classes by the Ontario Ministry of Education, and each student was identified as having exceptionalities requiring additional support and differentiation within…
Descriptors: Foreign Countries, Special Needs Students, Vocabulary, Information Processing
Monjelat, Natalia; Mendez-Zaballos, Laura; Lacasa, Pilar – Electronic Journal of Research in Educational Psychology, 2012
Introduction: Video games have proven to be a valuable resource to work different school subjects and topics. Beyond specific content, they could help to develop different abilities, like problem solving. However, not much has been studied on this topic, or many of the studies followed a perspective not entirely compatible with an educational…
Descriptors: Teaching Methods, Ethnography, Discourse Analysis, Problem Solving
Frederiksen, Christian; Kehoe, E. James; Wood, Robert – Learning and Instruction, 2011
This study tested the effects of two instructional aids in a complex, dynamic environment, specifically, a business simulation. Participants studied (1) a "causal map," which depicted key variables in an interconnected network, (2) a textual outline of the same relationships, or (3) no-aid. With the relevant aid still available, the participants…
Descriptors: Instructional Design, Information Processing, Decision Making, Decision Making Skills
Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2011
A game is a set of activities involving one or more players. It has goals, constraints, payoffs, and consequences. A game is rule-guided and artificial in some respects. (Richard Wilson, 2010). According to Garris et al. (2002), define educational game play as "voluntary, nonproductive, and separate from the real world"; and they found…
Descriptors: Educational Games, Learning Activities, Thinking Skills, Skill Development
ChanLin, Lih-Juan – Innovations in Education and Teaching International, 2012
Web-based learning promotes computer-mediated interaction and student-centred learning in most higher education institutions. To fulfil their academic requirements, students develop appropriate strategies to support learning. Purposes of this study were to: (1) examine the relationship between students study strategies (assessed by Learning and…
Descriptors: Electronic Learning, Time Management, Online Courses, Learning Strategies
Marty, J.-C.; Carron, T. – IEEE Transactions on Learning Technologies, 2011
The work reported here takes place in the educational domain. Learning with Computer-Based Learning Environments changes habits, especially for teachers. In this paper, we wish to demonstrate through examples how learning sessions set up in a Game-Based Learning environment may be regulated by the teacher thanks to observation facilities.…
Descriptors: Educational Environment, Computer Assisted Instruction, Learning Activities, Observation
Spektor-Levy, Ornit; Granot-Gilat, Yael – Interdisciplinary Journal of E-Learning and Learning Objects, 2012
The goal of this study was to examine the impact of a one-to-one program on the implementation of learning skills, information literacy, and the usage of computerized tools among students. These skills are part of the demands placed upon schools to develop 21st century competencies. Seventh and ninth grade students participated in this study…
Descriptors: Program Effectiveness, Information Literacy, Middle School Students, Learning Strategies
Segers, Eliane; Verhoeven, Ludo – Learning and Instruction, 2009
The present study investigated the effects on learning in a sheltered Internet environment using so-called WebQuests in elementary school classrooms in the Netherlands. A WebQuest is an assignment presented together with a series of web pages to help guide children's learning. The learning gains and quality of the work of 229 sixth graders…
Descriptors: Foreign Countries, Grade 6, Internet, Information Processing
Friesen, Norm – Mind, Culture, and Activity, 2009
As an alternative to dominant cognitive-constructivist approaches to educational technology, this article makes the case for what has been termed a discursive, or postcognitive, psychological research paradigm. It does so by adapting discursive psychological analyses of conversational activity to the study of educational technology use. It applies…
Descriptors: Constructivism (Learning), Psychological Studies, Educational Technology, Psychology