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Northey, Gavin; Govind, Rahul; Bucic, Tania; Chylinski, Mathew; Dolan, Rebecca; van Esch, Patrick – British Journal of Educational Technology, 2018
Commitment, persistence and effort have long been considered critical components for an individual's academic success. Yet, according to the old proverb, two heads are better than one and collaborative learning may yield greater benefits than what might be achieved by an individual. Because of this, collaborative learning has been labelled a…
Descriptors: Learner Engagement, Academic Achievement, Cooperative Learning, Quasiexperimental Design
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Veldkamp, Alice; Rebecca Niese, Johanna; Heuvelmans, Martijn; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2022
This study investigates the influence of the educational game design elements "immersion," "collaboration" and "debriefing," on fostering learning with educational escape rooms. We based the design of the escape room on an educational game design framework that aligns the learning goal and the game goal, that is,…
Descriptors: Educational Games, Instructional Design, Learning Processes, Game Based Learning
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Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih – British Journal of Educational Technology, 2017
Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…
Descriptors: Multivariate Analysis, Grade 7, Quasiexperimental Design, Research Design
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Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
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Yang, Yuqin; Long, Yanwen; Sun, Daner; Van Aalst, Jan; Cheng, Sanyin – British Journal of Educational Technology, 2020
This study explored how educational robotics (ER) was implemented in classrooms to foster creativity among elementary school students and identified challenges associated with its implementation. Twenty-six teachers at different elementary schools were interviewed. In-depth teacher interviews and grounded theory were used to collect and analyze…
Descriptors: Creativity, Creative Development, Technology Uses in Education, Robotics
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Salas-Pilco, Sdenka Zobeida – British Journal of Educational Technology, 2020
This qualitative study examines the use of artificial intelligence (AI) and robotics in learning designs from the perspective of learning sciences. The literature on the topic indicates that there is not enough research on including diverse learning outcomes in the designs for learning. Therefore, the purpose of this study was to understand how AI…
Descriptors: Artificial Intelligence, Robotics, Instructional Effectiveness, Outcomes of Education
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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
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Chang, Yu-Shan; Chen, Si-Yi; Yu, Kuang-Chao; Chu, Yih-Hsien; Chien, Yu-Hung – British Journal of Educational Technology, 2017
This study explored the effects of cloud-based m-learning on students' creative processes and products in engineering design. A nonequivalent pretest-posttest design was adopted, and 62 university students from Taipei City, Taiwan, were recruited as research participants in the study. The results showed that cloud-based m-learning had a positive…
Descriptors: Telecommunications, Handheld Devices, Foreign Countries, Computer Software
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Toetenel, Lisette; Rienties, Bart – British Journal of Educational Technology, 2016
Educators need to change their practice to adapt to a shifting educational context. By visualising learning design decisions, this article highlights the need to capture educators' "tacit" knowledge relating to course material, activity types and workload, through employing learning analytics methods in order to analyse the learning…
Descriptors: Educational Practices, Visualization, Decision Making, Knowledge Level
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Luik, Piret – British Journal of Educational Technology, 2011
Most boys and girls interact differently with educational software and have different preferences for the design of educational software. The question is whether the usage of educational software has the same consequences for both genders. This paper investigates the characteristics of drill-and-practice programmes or drills that are efficient for…
Descriptors: Females, Computer Software, Gender Differences, Drills (Practice)
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Kekkonen-Moneta, Synnove; Moneta, Giovanni B. – British Journal of Educational Technology, 2002
Evaluates the effectiveness of Web-based, interactive, multimedia electronic learning materials by comparing students' learning outcomes in the lecture and online versions of an introductory computing course at Hong Kong University of Science and Technology. Suggests that the use of carefully designed interactive electronic learning modules…
Descriptors: Comparative Analysis, Computer Science Education, Conventional Instruction, Foreign Countries