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Showing 1 to 15 of 22 results Save | Export
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Zhang, Ling; Carter, Richard Allen; Qian, Xueqin; Yang, Sohyun; Rujimora, James; Wen, Shuman – British Journal of Educational Technology, 2022
This paper aimed to provide a holistic view of research that investigated online learning in higher education around the globe during COVID-19 utilizing a bibliometric analysis. The researchers used co-citation analysis and text mining afforded by VOSviewer to document and analyze research patterns and topics reported in peer-reviewed documents…
Descriptors: Bibliometrics, Citation Analysis, Electronic Learning, Higher Education
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Hummel, Hans G. K.; Nadolski, Rob J.; Eshuis, Jannes; Slootmaker, Aad; Storm, Jeroen – British Journal of Educational Technology, 2021
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and…
Descriptors: Educational Games, Game Based Learning, Introductory Courses, Psychology
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Cheng, Shu-Chen; Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2019
Several previous studies have emphasized the importance of situating students in authentic learning or problem-solving contexts to enhance their learning performances. However, some challenges of situated learning have been stated, such as the lack of effective learning support or concrete objective design to improve students' learning engagement,…
Descriptors: Active Learning, Experiential Learning, Authentic Learning, Electronic Learning
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Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design
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Chiu, Min-Chi; Hwang, Gwo-Jen; Hsia, Lu-Ho – British Journal of Educational Technology, 2023
In artwork appreciation activities, visiting physical exhibitions in art museums is often limited by time, distance and cost. Thus, conventional teaching is mostly conducted through textbooks, presentation slides or videos. However, by presenting artwork appreciation through a lecture, it is difficult for students to feel the beauty of artworks,…
Descriptors: Art Appreciation, Experiential Learning, Computer Simulation, Art Education
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Luse, Andy; Rursch, Julie – British Journal of Educational Technology, 2021
Engineering and technology educators continually strive for realistic, hands-on laboratory exercises to enhance their students' learning. This research describes the redesign of an undergraduate introductory computer networking course to include new weekly virtual laboratory assignments that culminate in a 'real world' final project of configuring…
Descriptors: Experiential Learning, Computer Science Education, Curriculum Design, Undergraduate Study
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Chen, Yu-Ting; Li, Ming; Huang, Chang-Qin; Han, Zhong-Mei; Hwang, Gwo-Jen; Yang, Gang – British Journal of Educational Technology, 2022
Writing is a recording process involving complex dynamic behaviours, which is closely connected with authentic contexts. A free authentic context can form a link with students' life experience and their prior knowledge, so that students' deep writing skills can be stimulated. However, in traditional writing activities, the lack of authentic…
Descriptors: Foreign Countries, Elementary School Students, Computer Simulation, Writing (Composition)
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Salmon, Gilly; Gregory, Janet; Lokuge Dona, Kulari; Ross, Bella – British Journal of Educational Technology, 2015
We report on educators' experiences of a massive open online course (MOOC) focused on the Carpe Diem learning design process. The MOOC was developed in-house using Blackboard CourseSites by a university innovation and development unit, Learning Transformations, at Swinburne University of Technology in Melbourne, Australia. We report on a study of…
Descriptors: Online Courses, Faculty Development, College Faculty, Teaching Methods
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de Freitas, Sara; Rebolledo-Mendez, Genaro; Liarokapis, Fotis; Magoulas, George; Poulovassilis, Alexandra – British Journal of Educational Technology, 2010
Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of "presence" naturally is allowing for more complex social interactions and…
Descriptors: Learning Theories, Learning Activities, Lifelong Learning, Experiential Learning
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Duncan, Ishbel; Miller, Alan; Jiang, Shangyi – British Journal of Educational Technology, 2012
Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Simulation
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Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
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Ekanayake, Sakunthala Y.; Wishart, Jocelyn – British Journal of Educational Technology, 2015
This paper presents the development and implementation of a professional development workshop series on integrating mobile phones into science teaching for a group of teachers in Sri Lanka. The series comprised a 3-day Planning Workshop followed by implementation of the planned lessons in real classrooms and a subsequent 1-day Reviewing Workshop.…
Descriptors: Integrated Activities, Technology Integration, Technology Uses in Education, Handheld Devices
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Hernandez-Ramos, Pedro – British Journal of Educational Technology, 2007
This paper describes an intensive 2-hr workshop designed to introduce preservice teachers to digital video in the context of an instructional technology course or as a stand-alone activity. Acknowledging time constraints in most real-life instructional situations, this format takes novices with no or very limited knowledge of video making to the…
Descriptors: Preservice Teachers, Learning Modalities, Creativity, Educational Technology
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Kiili, Kristian – British Journal of Educational Technology, 2007
Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…
Descriptors: Experiential Learning, Educational Games, Problem Solving, Models
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Cagiltay, Nergiz Ercil – British Journal of Educational Technology, 2007
Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer…
Descriptors: Computer Software, Engineering Education, Computers, Games
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