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Joni Tzuchen Tang – Education and Information Technologies, 2025
Children's gaming preferences, such as the types of games they enjoy, can significantly influence their engagement and learning outcomes. Research has shown that children are more likely to engage deeply and enter flow states when they play games that align with their interests. These preferences encompass specific game types, styles, difficulty…
Descriptors: Learning Processes, Academic Achievement, Learner Engagement, Daily Living Skills
Liu, Chenchen; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
The use of touchscreen mobile devices in early childhood education has gained considerable attention. Several studies have been conducted to investigate the impacts of touchscreen mobile devices on children's cognitive and affective development. Researchers have further indicated the need to probe in which contexts children can learn effectively…
Descriptors: Handheld Devices, Computer Oriented Programs, Technology Uses in Education, Early Childhood Education
Wanxue Zhang; Lingling Meng; Bilan Liang – Interactive Learning Environments, 2023
With the continuous development of education, personalized learning has attracted great attention. How to evaluate students' learning effects has become increasingly important. In information technology courses, the traditional academic evaluation focuses on the student's learning outcomes, such as "scores" or "right/wrong,"…
Descriptors: Information Technology, Computer Science Education, High School Students, Scoring
Fleer, Marilyn – British Journal of Educational Technology, 2018
There is increasing recognition of digital childhoods [Danby, S., Fleer, M., Davidson, C., & Hatzigianni, M. (Eds.). (2018). "Digital childhood." Amsterdam: Springer] and a corresponding body of research into young child's engagement with digital devices across a broad range of contexts [Marsh, J. A., Plowman, L., Yamada-Rice, D.,…
Descriptors: Animation, Information Technology, Computer Oriented Programs, Play
Kumaran, Savitha Korattikkara; Govindapillai, Renumol Vempalively – International Association for Development of the Information Society, 2020
Research on special education has showed that the use of digital technology for the special need children can help to simplify their educational process. Intellectual disability (ID) is a kind of developmental disorder. ID children need some kind of scaffolding during their learning process. Hence, as part of our ongoing research to design and…
Descriptors: Educational Technology, Cognitive Development, Intellectual Disability, Students with Disabilities
Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
Jamie J. Jirout; Sierra Eisen; Zoe S. Robertson; Tanya M. Evans – Grantee Submission, 2022
Play is a powerful influence on children's learning and parents can provide opportunities to learn specific content by scaffolding children's play. Parent-child synchrony (i.e., harmony, reciprocity and responsiveness in interactions) is a component of parent-child interactions that is not well characterized in studies of play. We tested whether…
Descriptors: Play, Mothers, Parent Child Relationship, Executive Function
Šeric, Maja – International Journal of Information and Learning Technology, 2020
Purpose: This paper examines the impact of communication technology and human-related factors on teacher, student and course performance, in particular on teacher's clarity, perceived value of the course and student learning. Design/methodology/approach: Communication technology factors are analyzed in terms of social media use, while…
Descriptors: Cross Cultural Studies, Information Technology, Learning Processes, Communication Skills
Ng, Wing Shui – Journal of Information Technology Education: Research, 2020
Aim/Purpose: Teachers usually educate students' cyberethics using debate, case-based discussion, and role-playing instructional methods in a face-to-face setting. With the presence of teacher and peers, students may not be willing to share their true attitudes, and it may affect the effectiveness of the teaching methods. To tackle the challenge,…
Descriptors: Ethics, Teaching Methods, Instructional Effectiveness, Self Evaluation (Individuals)
Chou, Chun-Mei; Shen, Chien-Hua; Hsiao, His-Chi; Shen, Tsu-Chguan; Tsen, Yu-Jen – International Journal of Psychology and Educational Studies, 2017
The purpose of this study was to study the assessment indicators for the entrepreneurial learned by tertiary student of internship programs adjust Industry 4.0. This study used in-depth interviews and focus groups were used to develop the ability indicators and gain consistency between the ability items. The research results showed that there were…
Descriptors: College Students, Internship Programs, Entrepreneurship, Industry
Wu, Hsiao-Chi; Shen, Pei-Di; Chen, Yi-Fen; Tsai, Chia-Wen – International Journal of Information and Communication Technology Education, 2016
Web-based learning is generally a solitary process without teachers' on-the-spot assistance. In this study, a quasi-experiment was conducted to explore the effects of various combinations of Web-Based Cognitive Apprenticeship (WBCA) and Time Management (TM) on the development of students' computing skills. Three class cohorts of 124 freshmen in a…
Descriptors: Time Management, Apprenticeships, Quasiexperimental Design, Computer Literacy
Meirovitz, Tamar; Aran, Shai S. – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2020
Aim/Purpose: The purpose of the current study is to introduce a digital thinking skills (DTS) theoretical model (DTSM) that could support and enhance digital instruction best practices in schools. Methodology: We have taken a mixed-methods approach. Our respondents represent diverse cultural, linguistic, pedagogical, and social heritages.…
Descriptors: Thinking Skills, Second Language Learning, Second Language Instruction, English (Second Language)
Udoudo, Aniefiok J.; Ojo, Gbemisola O. – SAGE Open, 2016
This study appraised the use of the new media by students in Obio/Akpor Local Government Area of Rivers State, Nigeria. The objectives of the study were to identify extent of use of new media and to find out challenges experienced while using new media for learning in schools in the Local Government Area. The study adopted survey and quasi…
Descriptors: Foreign Countries, Social Media, Use Studies, Technology Uses in Education
Baumgartner, Susanne E.; Weeda, Wouter D.; van der Heijden, Lisa L.; Huizinga, Mariëtte – Journal of Early Adolescence, 2014
The increasing prevalence of media multitasking among adolescents is concerning because it may be negatively related to goal-directed behavior. This study investigated the relationship between media multitasking and executive function in 523 early adolescents (aged 11-15; 48% girls). The three central components of executive functions (i.e.,…
Descriptors: Correlation, Executive Function, Attention Control, Early Adolescents
Eid, Chaker; Millham, Richard – American Journal of Business Education, 2013
In this paper, we investigate whether and how mathematics factors into students' performance in IT learning. The involved cognitive levels of students learning mathematics and hence problem solving, are correlated to how well they are able to transpose their knowledge and apply it to problem solving in the IT field(s). Our hypothesis is that if…
Descriptors: Information Technology, Mathematics Education, Interdisciplinary Approach, Unified Studies Curriculum
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