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Showing 1 to 15 of 19 results Save | Export
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Hsia, Lu-Ho; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Choreography is an important and challenging educational objective in dance courses. However, most previous technology-enhanced learning studies for dance education mainly focused on students' dance skills, while the issue concerning the approaches to promoting students' choreographic performance has generally been ignored. To address this issue,…
Descriptors: Dance Education, Reflection, Electronic Learning, Technology Integration
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Kajamaa, Anu; Kumpulainen, Kristiina; Olkinuora, Helmi-Riikka – British Journal of Educational Technology, 2020
This study reports on an investigation of teacher interventions in students' collaborative work in an educational makerspace. We draw on a qualitative analysis of video data on teacher-student interaction derived from 94 students (aged 9-12) and their teachers in a Finnish school. The results show that the teacher interventions were both student-…
Descriptors: Intervention, Cooperative Learning, Teacher Student Relationship, Foreign Countries
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Chen, Chih-Hung – British Journal of Educational Technology, 2020
Augmented reality (AR) is capable of providing students with proper situated scaffolding via overlaying rich media objects on the real-world learning context. This paper examines the potential of AR to address existing problems with insufficient scaffolding in video learning materials for English as a foreign language (EFL) learners. Thus, an AR…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Video Technology
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Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
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Crompton, Helen; Gregory, Kristen; Burke, Diane – British Journal of Educational Technology, 2018
This qualitative study explored the affordances provided by the integration of the NAO humanoid robot in three preschool classrooms. Using the Head Start Early Learning Outcomes Framework as a lens, the researchers qualitatively analyzed data from focus groups, observations, field notes and student artifacts, using grounded coding to uncover…
Descriptors: Robotics, Teaching Methods, Preschool Education, Interaction
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Geer, Ruth; White, Bruce; Zeegers, Yvonne; Au, Wing; Barnes, Alan – British Journal of Educational Technology, 2017
iPads are becoming popular as 1:1 devices in many classrooms, enabling teachers to implement pedagogies that will enhance student learning. Such mobile tools offer many affordances which can increase student motivation and autonomy. Nevertheless, without a change in pedagogy, they are unlikely to bring about any significant impact on student…
Descriptors: Teaching Methods, Handheld Devices, Educational Change, Models
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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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Garneli, Varvara; Giannakos, Michail; Chorianopoulos, Konstantinos – British Journal of Educational Technology, 2017
Research into educational technology has evaluated new computer-based systems as tools for improving students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
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Stefania Manca; Manuela Delfino – British Journal of Educational Technology, 2021
In this study, we adopt an ecological perspective to reflect on how a specific Italian school cluster adapted to the challenges of the COVID-19 pandemic by focusing on how students experienced the interplay between continuity and change in school teaching and learning practices caused by the pandemic. Specifically, the study investigates how the…
Descriptors: Foreign Countries, COVID-19, Pandemics, Emergency Programs
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Cho, Young Hoan; Lim, Kenneth Y. T. – British Journal of Educational Technology, 2017
Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving…
Descriptors: Cooperative Learning, Electronic Learning, Affordances, Academic Achievement
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Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle – British Journal of Educational Technology, 2018
Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…
Descriptors: Design, Computer Simulation, Architectural Education, Cooperative Learning
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Hsia, Lu-Ho; Huang, Iwen; Hwang, Gwo-Jen – British Journal of Educational Technology, 2016
In this paper, a web-based peer-assessment approach is proposed for conducting performing arts activities. A peer-assessment system was implemented and applied to a junior high school performing arts course to evaluate the effectiveness of the proposed approach. A total of 163 junior high students were assigned to an experimental group and a…
Descriptors: Self Efficacy, Control Groups, Correlation, Theater Arts
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Elliot, Dely; Wilson, Delia; Boyle, Stephen – British Journal of Educational Technology, 2014
Scotland's rich heritage in the field of science and engineering and recent curricular developments led to major investment in education to equip pupils with improved scientific knowledge and skills. However, due to its abstract and conceptual nature, learning science can be challenging. Literature supports the role of multimedia technology in…
Descriptors: Foreign Countries, Multimedia Instruction, Educational Technology, Science Instruction
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Clarke, Linda; Abbott, Lesley – British Journal of Educational Technology, 2016
This paper describes an iPad project in a Northern Ireland primary school. It evaluates how the technology impacted on learning in literacy, numeracy and in pupil skills. The youngest pupils were asked about their iPad experiences using small-group interviews based on the circle time approach. Their teacher and two classroom assistants were…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Technology Uses in Education
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction
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