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Giulia Cosentino; Jacqueline Anton; Kshitij Sharma; Mirko Gelsomini; Michail Giannakos; Dor Abrahamson – British Journal of Educational Technology, 2025
As AI increasingly enters classrooms, educational designers have begun investigating students' learning processes vis-à-vis simultaneous feedback from active sources--AI and the teacher. Nevertheless, there is a need to delve into a more comprehensive understanding of the orchestration of interactions between teachers and AI systems in educational…
Descriptors: Artificial Intelligence, Learning Processes, Instructional Design, Design
Giannakos, Michail; Cukurova, Mutlu – British Journal of Educational Technology, 2023
This study presents the outcomes of a semi-systematic literature review on the role of learning theory in multimodal learning analytics (MMLA) research. Based on previous systematic literature reviews in MMLA and an additional new search, 35 MMLA works were identified that use theory. The results show that MMLA studies do not always discuss their…
Descriptors: Learning Theories, Multimedia Instruction, Learning Analytics, Research Reports
Järvelä, Sanna; Gaševic, Dragan; Seppänen, Tapio; Pechenizkiy, Mykola; Kirschner, Paul A. – British Journal of Educational Technology, 2020
Collaborative learning (CL) can be a powerful method for sharing understanding between learners. To this end, strategic regulation of processes, such as cognition and affect (including metacognition, emotion and motivation) is key. Decades of research on self-regulated learning has advanced our understanding about the need for and complexity of…
Descriptors: Artificial Intelligence, Man Machine Systems, Affective Behavior, Cognitive Processes
Wu, Chih-Hung; Huang, Yueh-Min; Hwang, Jan-Pan – British Journal of Educational Technology, 2016
Affect can significantly influence education/learning. Thus, understanding a learner's affect throughout the learning process is crucial for understanding motivation. In conventional education/learning research, learner motivation can be known through postevent self-reported questionnaires. With the advance of affective computing technology,…
Descriptors: Computer Uses in Education, Educational Trends, Affective Behavior, Learning Motivation
Javora, Ondrej; Hannemann, Tereza; Stárková, Tereza; Volná, Kristina; Brom, Cyril – British Journal of Educational Technology, 2019
Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game's visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another…
Descriptors: Computer Games, Video Games, Design, Audiences
Ke, Fengfeng; Xie, Kui; Xie, Ying – British Journal of Educational Technology, 2016
The promise of using games for learning is that play- and learning-engagement would occur cohesively as a whole to compose a highly motivated learning experience. Yet the conceptualization of such an integrative process in the development of play-based learning engagement is lacking. In this analytical paper, we explored and conceptualized the…
Descriptors: Educational Games, Learner Engagement, Play, Theory Practice Relationship
Huang, Yueh-Min; Liu, Ming-Chi; Lai, Chia-Hung; Liu, Chia-Ju – British Journal of Educational Technology, 2017
Teachers often use in-class questions to examine the level of understanding of their students, while these also enable students to reorganize their acquired knowledge. However, previous studies have shown that students may resist being questioned because of negative emotions. Therefore, this paper proposes the idea of eliciting positive emotions…
Descriptors: Teaching Methods, Humor, Learning Experience, Questioning Techniques
Chen, Zhi-Hong; Liao, Calvin; Chien, Tzu-Chao; Chan, Tak-Wai – British Journal of Educational Technology, 2011
Virtual character is a significant application in the research field of technology-enhanced learning. In this study, the concept of animal companions, "non-smart" virtual characters, is proposed as a way to encourage students to promote effort-making learning behaviours. The two underpinning design rationales are first discussed followed by the…
Descriptors: Animals, Educational Technology, Computer Uses in Education, Learning Strategies

Khan, Tariq M.; Brown, Keith – British Journal of Educational Technology, 2000
Addresses areas of situated knowledge (metacognitive skills and affective skills) that have been ignored in intelligent computer-aided learning systems. Focuses on model-based reasoning, including contextualized and decontextualized knowledge, and examines an instructional method that supports situated knowledge by providing opportunities for…
Descriptors: Affective Behavior, Computer Assisted Instruction, Knowledge Representation, Learning Strategies