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Showing 1 to 15 of 46 results Save | Export
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Jo Tondeur; Sarah Howard; Ana Amélia Carvalho; Marijke Kral; Dominik Petko; Lakshmi T. Ganesh; Fredrik Mørk Røkenes; Louise Starkey; Matt Bower; Petrea Redmond; Bent B. Andresen – Technology, Knowledge and Learning, 2024
Despite the widely recognised impact of both digital and physical spaces as active contributors to teaching and learning processes, relatively little is known about the learning environment. Furthermore, it is time to explore the interplay between these two spaces. Therefore, we proposed employing a holistic approach to develop a new conceptual…
Descriptors: Integrated Activities, Educational Environment, Electronic Learning, Physical Environment
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Yvonne M. Fromm; Florence Martin; Tuba Gezer; Dirk Ifenthaler – Technology, Knowledge and Learning, 2025
Systematic reviews have been gaining attention as a research methodology and are among the most frequently cited sources in educational sciences. However, best practices for conducting systematic reviews in educational sciences are still evolving. We conducted N = 12 qualitative interviews to learn from experienced systematic review researchers…
Descriptors: Best Practices, Literature Reviews, Educational Research, Educational Researchers
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Mathias Mejeh; Livia Sarbach – Technology, Knowledge and Learning, 2025
Self-regulated learning (SRL) is an important aspect of successful knowledge acquisition. Adaptive learning technology (ALT) is a form of educational technology that can improve SRL by offering learners personalized and timely support. Despite the potential of ALT to support SRL, its integration into schools' pedagogical practices remains a…
Descriptors: Educational Technology, Technology Uses in Education, Individualized Instruction, Independent Study
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Dennis A. Rivera; Mariane Frenay; Valérie Swaen – Technology, Knowledge and Learning, 2024
Social constructivism emphasises the role of meaningful interactions as a vehicle for learning. Meaningful interactions engage learners cognitively and socially with others to construct knowledge. Such interactions, however, require an environment specially designed to facilitate and guide learners' cognitive and social processes towards the…
Descriptors: MOOCs, Instructional Design, Discussion Groups, Social Influences
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Palmquist, Adam – Technology, Knowledge and Learning, 2023
Gamification, the use of game-like elements in non-game contexts, has gained popularity in the field of human resources. However, little research has been conducted on the use of gamification in the employee onboarding process, specifically in terms of socializing and assimilating new employees into an organization. This study aimed to explore the…
Descriptors: Gamification, Handheld Devices, Orientation, Program Development
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Fis Erümit, S.; Karakus Yilmaz, T. – Technology, Knowledge and Learning, 2022
The purpose of this study was to propose design elements for the use of gamification in educational settings to provide a sense of play and learning to the students. This design-based research was carried out in two implementations, in which two different graduate courses were designed using gamification. The design portion of the study was…
Descriptors: Gamification, Play, Learning Strategies, Curriculum Design
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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
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José-Manuel Sáez-López; Rolando-Óscar Grimaldo-Santamaría; Mª-Pilar Quicios-García; Esteban Vázquez-Cano – Technology, Knowledge and Learning, 2024
Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical…
Descriptors: Gamification, Teaching Methods, Elementary School Teachers, Foreign Countries
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Herb Turner; Raifu Durodoye – Technology, Knowledge and Learning, 2024
Designing rigorous studies to identify technology-based interventions to improve K-12 student reading skills require intervention researchers to take a "road less traveled." This chapter presents that road using the Knowledge Acquisition and Transformation Expansions (KATE) intervention as a case study. An early version of KATE has shown…
Descriptors: Reading Instruction, Intervention, Technology Uses in Education, Elementary Secondary Education
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Durmus Burak; Mehmet Gultekin – Technology, Knowledge and Learning, 2024
In this study, it was aimed to implement and evaluate an adaptive learning environment (ALE) designed according to the learner characteristics of 4th grade primary school students and integrate educational hypermedia environments with face-to-face teaching. Via a preliminary study carried out in accordance with this purpose, the variables that…
Descriptors: Educational Environment, Design, Grade 4, Elementary School Students
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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
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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
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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
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Jahnke, Isa; Lee, Yen-Mei; Pham, Minh; He, Hao; Austin, Linda – Technology, Knowledge and Learning, 2020
Mobile microlearning targets a new audience of learners: employees and workers outside of offices, using smartphones for flexible, anywhere, anytime training. The term 'mobile' emphasizes that the content is made for small screens of smartphones. According to literature and industry reports, micro-lessons are generally between 30 s and 5 min.…
Descriptors: Handheld Devices, Online Courses, Design, Usability
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Andrew A. Tawfik; Linda Payne; Andrew M. Olney – Technology, Knowledge and Learning, 2024
Theorists and educators increasingly highlight the importance of computational thinking in STEM education. While various scaffolding strategies describe how to best support this skillset (i.e., paired programming, worked examples), less research has focused on the design and development of these digital tools. One way to support computational…
Descriptors: Thinking Skills, Computation, STEM Education, Scaffolding (Teaching Technique)
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