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Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
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Don Passey; Jean Gabin Ntebutse; Manal Yazbak Abu Ahmad; Janet Cochrane; Simon Collin; Asmaa Ganayem; Elizabeth Langran; Sadaqat Mulla; Maria Mercedes Rodrigo; Toshinori Saito; Miri Shonfeld; Saunand Somasi – Technology, Knowledge and Learning, 2024
This conceptual paper draws on a wide range of research and policy literature, providing a contemporary view of issues, factors and practices that affect education for digitally excluded populations. Concern for how education for digitally excluded populations can be supported is focal to this paper, with different sections offering key related…
Descriptors: Inclusion, Access to Computers, Access to Education, Minority Group Students
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O. Trevisan; R. Christensen; K. Drossel; S. Friesen; A. Forkosh-Baruch; M. Phillips – Technology, Knowledge and Learning, 2024
In an era marked by the widespread use of digital technology, educators face the need to constantly learn and develop their own new literacies for the information era, as well as their competencies to teach and apply best practices using technologies. This paper underscores the vital role of ongoing teacher professional learning (OTPL) with a…
Descriptors: Educational Technology, Technology Uses in Education, Faculty Development, Reflective Teaching
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Urban, Alex – Technology, Knowledge and Learning, 2023
Object-based learning includes the active incorporation of historic artifacts into educational environments, which may yield meaningful learning experiences. However, gaining access to artifacts and coordinating object-based curricula with museum staff pose immense challenges to educators. Furthermore, digital representations of historic artifacts…
Descriptors: History Instruction, Educational Games, Museums, Video Games
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Jessie S. Barrot – Technology, Knowledge and Learning, 2024
This emerging technology report delves into the role of ChatGPT, an OpenAI conversational AI, in language learning. The initial section introduces ChatGPT's nature and highlights its features, including accessibility, personalization, immersive learning, and instant feedback, which render it a valuable asset for language learners and educators…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Language Acquisition
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Dreimane, Santa; Daniela, Linda – Technology, Knowledge and Learning, 2021
The use of different technologies and technological solutions for learning purposes is no longer a novelty in the educational environment. Digital teaching materials are being developed that can be used both in classroom activities and for providing students with opportunities for independent learning. However, alongside these materials, there are…
Descriptors: Computer Simulation, Electronic Learning, Anatomy, Human Body
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Christensen, Rhonda; Hodges, Charles B.; Spector, J. Michael – Technology, Knowledge and Learning, 2022
Replicating research studies is considered one way of establishing validity and confidence of findings in a field of study. In this paper, we introduce a replication framework for classifying studies conducted in the area of educational technology as a possible guide to conducting and reporting replication studies in the field. The paper includes…
Descriptors: Educational Technology, Educational Research, Classification, Replication (Evaluation)
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Wu, Linjing; Liu, Qingtang; Zhou, Wanlei; Mao, Gang; Huang, Jingxiu; Huang, Huan – Technology, Knowledge and Learning, 2020
A big challenge in educational resources construction is the intelligent and personalized resource recommendation for learners. This paper proposes a semantic recommendation framework of educational resources based on semantic web and pedagogics. In this framework, a domain ontology is constructed to describe the knowledge structure of the domain.…
Descriptors: Semantics, Web 2.0 Technologies, Electronic Learning, Educational Resources
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Kim, Kyung – Technology, Knowledge and Learning, 2019
Since the initial recognition that human knowledge is structured in a relational manner, technologies have been developed for assessing and analyzing the "structure" of knowledge for a variety of purposes. A computer-based text analytic offline software system, "ALA-Reader," that was developed to assess this knowledge structure…
Descriptors: Knowledge Representation, Educational Technology, Technology Uses in Education, Computer Software
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Malte Ring; Taiga Brahm – Technology, Knowledge and Learning, 2024
More and more teachers create video explanations for their instruction. Whether or not they are effective for learning depends on the videos' instructional quality. Reliable measures to assess the quality of video explanations, however, are still rare, especially for videos created by (preservice) teachers. We developed such a measure in a…
Descriptors: Video Technology, Teaching Methods, Educational Quality, Measurement Techniques
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Childs, Joshua; Taylor, Z. W. – Technology, Knowledge and Learning, 2022
As districts nationwide transitioned online to deliver remote or hybrid instruction as a result of the COVID-19 pandemic, the Internet has become an increasingly important space for K-12 students, teachers, and many other stakeholders. This brief discusses the utility of Internet metrics to measure K-12 district websites and its usefulness for…
Descriptors: Blended Learning, Distance Education, COVID-19, Pandemics
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Voogt, Joke; Knezek, Gerald – Technology, Knowledge and Learning, 2018
"Rethinking learning in the digital age" was the theme of EDUsummIT 2017, which was held in Borovets, Bulgaria in September, 2017. Approximately 100 policy makers, practitioners and researchers met to discuss key topics in nine Thematic Working Groups. These topics were: (1) education systems in the digital age: the need for alignment;…
Descriptors: Teaching Methods, Equal Education, Conferences (Gatherings), Informal Education
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Niederhauser, Dale S.; Howard, Sarah K.; Voogt, Joke; Agyei, Douglas D.; Laferriere, Therese; Tondeur, Jo; Cox, Margaret J. – Technology, Knowledge and Learning, 2018
Although a positive impact of technology interventions on educational practice and student outcomes has been shown in many previous research settings, the use of technology in classrooms and schools is still often superficial and not meeting the potential of technology as envisioned by education reformers and researchers in the field. However,…
Descriptors: Sustainability, Educational Technology, Intervention, Educational Practices
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Christensen, Rhonda; Eichhorn, Koos; Prestridge, Sarah; Petko, Dominik; Sligte, Henk; Baker, Rowland; Alayyar, Ghaida; Knezek, Gerald – Technology, Knowledge and Learning, 2018
Learning leaders have important roles in facilitating and supporting the effective and innovative integration of technology in schools. Many leaders who are charged with the task of technology integration have not received professional development to support a leadership role. Many teachers who assume the role of technology leaders develop into…
Descriptors: Instructional Leadership, Technology Integration, Information Technology, Leadership Role
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Arroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew – Technology, Knowledge and Learning, 2023
This emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play,…
Descriptors: Technology Uses in Education, Computation, Thinking Skills, Games
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