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Showing 1 to 15 of 18 results Save | Export
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Ikenna Osakwe; Guanliang Chen; Yizhou Fan; Mladen Rakovic; Shaveen Singh; Lyn Lim; Joep van der Graaf; Johanna Moore; Inge Molenaar; Maria Bannert; Alex Whitelock-Wainwright; Dragan Gaševic – British Journal of Educational Technology, 2024
Self-regulated learning (SRL) is an essential skill to achieve one's learning goals. This is particularly true for online learning environments (OLEs) where the support system is often limited compared to a traditional classroom setting. Likewise, existing research has found that learners often struggle to adapt their behaviour to the…
Descriptors: Metacognition, Learning Strategies, Teaching Methods, Classroom Environment
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Lu-Ho Hsia; Yen-Nan Lin; Gwo-Jen Hwang – British Journal of Educational Technology, 2021
In most performing classes, such as dance or performing arts, students passively follow the scripts or demonstration provided by the teacher, and focus on imitating the acts and practicing repeatedly. Although researchers have begun trying out flipped learning to provide students with opportunities for self-learning and to increase the time for…
Descriptors: Creativity, Problem Solving, Flipped Classroom, Teaching Methods
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Amina Charania; Uchita Bakshani; Sumegh Paltiwale; Ishmeet Kaur; Nikhat Nasrin – British Journal of Educational Technology, 2021
This paper reports a study on teaching and learning strategies during the COVID-19 lockdown period (CLP) that were used by the secondary government school teachers and students in Eastern India. These teaching and learning strategies were analysed in relation to their engagement with an initiative called Integrated approach to Technology in…
Descriptors: Constructivism (Learning), Technology Uses in Education, COVID-19, Pandemics
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Cai, Su; Liu, Enrui; Yang, Yang; Liang, Jyh-Chong – British Journal of Educational Technology, 2019
Most studies of Augmented Reality (AR) in education have considered students' learning outcomes and motivation. Previous studies have revealed that AR has the potential to help students learn abstract conceptions in mathematics. In this paper, a series of statistics and probability lessons using AR installed on tablets was designed and developed…
Descriptors: Self Efficacy, Handheld Devices, Computer Assisted Instruction, Mathematics Instruction
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Pi, Zhongling; Zhang, Yi; Zhou, Weichen; Xu, Ke; Chen, Yanran; Yang, Jiumin; Zhao, Qingbai – British Journal of Educational Technology, 2021
In the present study, we tested the effectiveness of three learning strategies (self-explanation, learning by teaching and passive viewing) used by students who were learning from video lectures. Effectiveness was measured not only with traditional measures, but also with electroencephalography (EEG). Using a within-subjects design, 26 university…
Descriptors: Lecture Method, Video Technology, Vocabulary Development, Second Language Learning
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Chen, Pei-Ying; Hwang, Gwo-Jen – British Journal of Educational Technology, 2019
Flipped classrooms have been recognized as a potential approach that enables students to have flexible time to learn before the class as well as more opportunities to apply knowledge and to interact with peers and the teacher in the class. On the other hand, researchers have pointed out the challenge of engaging students in self-regulated learning…
Descriptors: Blended Learning, Academic Achievement, Metacognition, Foreign Countries
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Ozturk, Tugba H.; Hodgson, Vivien – British Journal of Educational Technology, 2017
In this paper, we argue that in order to get a fuller understanding of the complexity of conflict in democratic pedagogies in online and blended learning settings, it is important to know not only how to manage or resolve it, but also how it is triggered and can be avoided. The emancipatory nature of democratic pedagogies fosters differences, and…
Descriptors: Conflict, Computer Simulation, Instructional Design, Teaching Methods
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Šorgo, Andrej; Bartol, Tomaž; Dolnicar, Danica; Boh Podgornik, Bojana – British Journal of Educational Technology, 2017
Digital natives are assumed to possess knowledge and skills that allow them to handle information and communication technologies (ICT) tools in a "natural" way. Accordingly, this calls for the application of different teaching/learning strategies in education. The purpose of the study was to test the predictive strength of some…
Descriptors: Higher Education, Information Literacy, Telecommunications, Regression (Statistics)
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Ak, Serife – British Journal of Educational Technology, 2016
This study examined the effects of technology-based scaffolds that were composed through the use of the seven-stage, problem-based learning strategy on knowledge construction in a problem-based online asynchronous discussion. In a quasi-experimental setting, 60 students in an undergraduate Instructional Technology and Material Design course were…
Descriptors: Scaffolding (Teaching Technique), Learning Processes, Teaching Methods, Problem Based Learning
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Vanderlinde, Ruben; Aesaert, Koen; van Braak, Johan – British Journal of Educational Technology, 2015
Information and communication technology (ICT) use became of major importance for primary schools across the world as ICT has the potential to foster teaching and learning processes. ICT use is therefore a central measurement concept (dependent variable) in many ICT integration studies. This data paper presents two datasets (2008 and 2011) that…
Descriptors: Educational Technology, Technology Uses in Education, Elementary Schools, Teaching Methods
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Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen – British Journal of Educational Technology, 2016
In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…
Descriptors: Educational Games, Field Trips, Handheld Devices, Learning Activities
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Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
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Pegrum, Mark; Bartle, Emma; Longnecker, Nancy – British Journal of Educational Technology, 2015
This paper examines the effect of a podcasting task on the examination performance of several hundred first-year chemistry undergraduate students. Educational researchers have established that a deep approach to learning that promotes active understanding of meaning can lead to better student outcomes, higher grades and superior retention of…
Descriptors: Creative Activities, Multimedia Materials, Undergraduate Students, Science Education
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Draper, Stephen W. – British Journal of Educational Technology, 2009
e-Assessment cannot benefit learners, and so education, unless it supports them in doing something differently in future. What, however, are learners trying to do better? This paper adopts a perspective in which learners simultaneously self-regulate multiple variables that are relevant to learning, and develops a theoretical argument that a key…
Descriptors: Feedback (Response), College Students, Learning Processes, Educational Technology
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Green, Rebecca S.; Eppler, Marion A.; Ironsmith, Marsha; Wuensch, Karl L. – British Journal of Educational Technology, 2007
We tested the effects of two embedded review question formats and the application of web design guidelines in a computer-assisted mastery learning course in developmental psychology. Students used either a branching review question format that redirected them to relevant portions of the study module after incorrect answers or a linear format that…
Descriptors: Teaching Methods, Programming, Opinions, Guidelines
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