Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
British Journal of… | 5 |
Author
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Education Level
Secondary Education | 2 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Grade 5 | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Audience
Location
Singapore | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Nicole M. Hutchins; Gautam Biswas – British Journal of Educational Technology, 2024
This paper provides an experience report on a co-design approach with teachers to co-create learning analytics-based technology to support problem-based learning in middle school science classrooms. We have mapped out a workflow for such applications and developed design narratives to investigate the implementation, modifications and temporal…
Descriptors: Problem Based Learning, Teaching Methods, Science Instruction, Learning Analytics
Saleh, Asmalina; Phillips, Tanner M.; Hmelo-Silver, Cindy E.; Glazewski, Krista D.; Mott, Bradford W.; Lester, James C. – British Journal of Educational Technology, 2022
This exploratory paper highlights how problem-based learning (PBL) provided the pedagogical framework used to design and interpret learning analytics from "Crystal Island: EcoJourneys," a collaborative game-based learning environment centred on supporting science inquiry. In "Crystal Island: EcoJourneys," students work in teams…
Descriptors: Cooperative Learning, Learning Analytics, Pretests Posttests, Problem Based Learning
Reese, Debbie Denise; Tabachnick, Barbara G.; Kosko, Robert E. – British Journal of Educational Technology, 2015
Valid, accessible, reusable methods for instructional video game design and embedded assessment can provide actionable information enhancing individual and collective achievement. Cyberlearning through game-based, metaphor-enhanced learning objects (CyGaMEs) design and embedded assessment quantify player behavior to study knowledge discovery and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Design
Chen, Wenli; Looi, Chee-Kit – British Journal of Educational Technology, 2011
A key stimulus of learning efficacy for students in the classroom is active participation and engagement in the learning process. This study examines the nature of teacher-student and student-student discourse when leveraged by an interactive technology--Group Scribbles (GS) in a Primary 5 Science classroom in Singapore which supports rapid…
Descriptors: Feedback (Response), Models, Computer Assisted Instruction, Logical Thinking
Subramaniam, Karthigeyan – British Journal of Educational Technology, 2007
The paper addresses how the construct of zone of proximal development was used as an analytical lens to examine teachers' integration of computer technology for teaching. The research question "What are the teachers' psychological insights that serve to mediate student learning?" was the focus of the study. Six secondary school science teachers…
Descriptors: Secondary School Science, Science Teachers, Educational Technology, Technology Integration