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Hsieh-Jun Chen – Innovation in Language Learning and Teaching, 2024
Purpose: Despite the acknowledged benefits of digital storytelling in fostering language development, investigations into its cognitive and affective dimensions in English-as-a-Foreign-Language (EFL) education, especially concerning high and low achievers, have been scarce. This study, therefore, aimed to scrutinize the effects of multimodal…
Descriptors: Story Telling, Educational Technology, English (Second Language), Second Language Learning
Isohätälä, Jaana; Näykki, Piia; Järvelä, Sanna; Baker, Michael J.; Lund, Kristine – International Journal of Computer-Supported Collaborative Learning, 2021
Technologies for computer-supported collaborative learning (CSCL) are playing an increasingly prominent role in educational contexts, especially as teachers and students strive to deal with pandemic-related constraints. However, the technologies being used for collaboration on a daily basis are not sufficiently equipped to promote collaborative…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Educational Technology, COVID-19
Sy-Yi Tzeng; Kuang-Chao Yu – Journal of Technology Education, 2024
There are two difficulties associated with many previous evaluations of students' attitudes toward technology. First, most questionnaires focus on social and family environments, neglecting the schooling environment. Second, although some studies have considered the schooling environment, there has been no systematic review of these studies. To…
Descriptors: Student Attitudes, Educational Technology, Technology Uses in Education, Educational Environment
Lingfei Luan; Xi Lin; Yan Dai; Shu Hu; Qianlu Sun – Asian Journal of Distance Education, 2024
The emergence of ChatGPT, an AI system designed for conversation by OpenAI, has prompted conversations about its transformative possibilities in multiple fields, primarily in education. This study conducts an in-depth investigation into the emotional and cognitive factors contributing to the popularity of ChatGPT and its influence on the shift…
Descriptors: COVID-19, Pandemics, Artificial Intelligence, Computer Software
Shaiman, Jennifer M. – Changing English: Studies in Culture and Education, 2020
With the anticipated increase in narrative video games entering the English classroom, the particular features of the genre need added attention. One of these features is the stronger perceived relationship between a player and the character than a reader and a character. While this has benefits for effective storytelling, it also creates the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, English Instruction
Wilmes, Sara E. D. – Cultural Studies of Science Education, 2021
In her original article, "Identity, Agency and the Internal Conversations of Science and Math Teachers Implementing instructional reforms in High-Need Urban Schools", Stacy Olitsky (2021) takes us on an exploration of the identity development and agencies exerted by two teachers working to implement science instructional reforms in…
Descriptors: Early Childhood Education, Classroom Environment, Multilingualism, Interaction
Staunaes, Dorthe – International Journal of Qualitative Studies in Education (QSE), 2018
In recent educational reforms, policy papers present students' desire and motivation for learning as decisive issues. The documents indicate that motivation has become a crucial issue for governmental intervention and results in a number of motivational technologies. Envy, once perceived as a mortal sin, is shown as integral of the ambiguous…
Descriptors: Foreign Countries, Educational Change, Student Motivation, Psychological Patterns
Herken-Krauer, Juan-Carlos; Vasic, Vukašin B. – Asian Journal of Distance Education, 2018
The new demands imposed upon the education industry world-wide by "globalization" and "information revolution" are analysed in this paper, centred on the ethical constraints surrounding the teacher, and the challenges facing management. The concept of the modern Sisyphus is presented herewith, to capture the…
Descriptors: Educational Change, Barriers, Global Approach, Teacher Burnout
Decoding ClassDojo: Psycho-Policy, Social-Emotional Learning and Persuasive Educational Technologies
Williamson, Ben – Learning, Media and Technology, 2017
ClassDojo is one of the world's most successful educational technologies, currently used by over 3 million teachers and 35 million children globally. It reinforces and enacts emerging governmental "psycho-policies" around the measurement and modification of children's social and emotional learning in schools. This article focuses…
Descriptors: Educational Technology, Social Development, Emotional Development, Psychological Patterns
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
Hall, Stephen J.; Walsh, Christopher S. – Australian Association for Research in Education, 2015
Given the Digital Technologies rationale of the Australian Curriculum, it is critical that both teachers and students use design thinking to be creative and innovative producers of digital solutions and knowledge. Teachers and students are increasingly being required to self-produce films and digital content across subject areas. Their productions…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Design
Vasudevan, Lalitha – Journal of Language and Literacy Education, 2015
In this article, I explore laughter as a form of multimodal play in which adolescents' engage across contexts and in various configurations. With a few recent exceptions, a focus on unscripted play is largely missing from ongoing research and discussion about the education of adolescents. Whereas the space to play has been vitally important to the…
Descriptors: Humor, Adolescents, Play, Educational Technology
Daviault, Christine – Bulletin of Science, Technology & Society, 2012
There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective.…
Descriptors: Psychological Patterns, Video Games, Hypermedia, Games
Lin, Show Mei; Griffith, Priscilla – Reading Improvement, 2014
This article reviews the literature on computer-supported collaborative learning in second language and foreign language writing. While research has been conducted on the effects of online technology in first language reading and writing, this article explores how online technology affects second and foreign language writing. The goal of this…
Descriptors: Literature Reviews, Second Language Instruction, Educational Technology, Technology Uses in Education
Robinson, Kathy – Computers & Education, 2013
In order to determine how emotions and cognition are experienced during collaborative group work online students' descriptions of their learning experience were interpreted using a qualitative approach. A common feature of these accounts was reference to difficulties and problems. Four main themes were identified from this data set. Two of the…
Descriptors: Emotional Experience, Cooperative Learning, Psychological Patterns, Interdisciplinary Approach
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