NotesFAQContact Us
Collection
Advanced
Search Tips
Source
Educational Technology &…20
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 20 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Rocío Blanco; Melody García-Moya; Daniel Gómez-Atienza – Educational Technology & Society, 2024
This paper is devoted to the design, description and validation of the Android application TEAtreves, which focuses on structured arithmetic problem-solving for students with autism spectrum disorder (ASD). The application contains multiple adaptations to make it suitable for users with ASD. Validation was carried out with five students with ASD,…
Descriptors: Mathematical Concepts, Problem Solving, Educational Technology, Autism Spectrum Disorders
Peer reviewed Peer reviewed
Direct linkDirect link
Romero-Hernandez, Alejandro; Gonzalez-Riojo, Manuel; El Yamri, Meriem; Manero, Borja – Educational Technology & Society, 2022
The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees…
Descriptors: Video Games, Dance, Foreign Countries, Folk Culture
Peer reviewed Peer reviewed
Direct linkDirect link
Sevillano-García, M.ª Luisa; Vázquez-Cano, Esteban – Educational Technology & Society, 2015
This research examined the acceptance, incidence, and use of digital mobile devices (tablets and smartphones) among university students in the European Higher Education Area (EHEA). The research was contextualized in a sample of 419 students from three Spanish public universities. Through a quantitative methodology, we identified the factors and…
Descriptors: Higher Education, Influence of Technology, Handheld Devices, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Muñoz-Cristóbal, Juan A.; Prieto, Luis P.; Asensio-Pérez, Juan I.; Martínez-Monés, Alejandra; Jorrín-Abellán, Iván M.; Dimitriadis, Yannis – Educational Technology & Society, 2015
Different approaches have explored how to provide seamless learning across multiple ICT-enabled physical and virtual spaces, including three-dimensional virtual worlds (3DVW). However, these approaches present limitations that may reduce their acceptance in authentic educational practice: The difficulties of authoring and sharing teacher-created…
Descriptors: Educational Technology, Computer Simulation, Simulated Environment, Technology Integration
Peer reviewed Peer reviewed
Direct linkDirect link
Herrero, Rocío; Bretón-López, Juana; Farfallini, Luis; Quero, Soledad; Miralles, Ignacio; Baños, Rosa; Botella, Cristina – Educational Technology & Society, 2015
E-learning can be defined as learning facilitated and supported through the use of ICTs. ICTs can increase students' motivation, accelerate the knowledge process and facilitate the information access. The aim of this paper is to analyze the acceptability of three tools presented in a workshop carried out during six weeks, with university teachers…
Descriptors: Teacher Workshops, Educational Technology, Questionnaires, Pretests Posttests
Peer reviewed Peer reviewed
Direct linkDirect link
Robles-Gómez, Antonio; Ros, Salvador; Hernández, Roberto; Tobarra, Llanos; Caminero, Agustin C.; Agudo, José M. – Educational Technology & Society, 2015
The WWW nowadays enables faculty to develop new Internet-based applications that can be used to enhance classroom instruction. There is a clear evolution towards the implementation of new service-oriented learning/teaching systems, which can be considered as the latest generation of Internet-based platforms. This work first describes a…
Descriptors: Foreign Countries, Internet, Information Technology, Distance Education
Peer reviewed Peer reviewed
Direct linkDirect link
Vazquez-Calvo, Boris – Educational Technology & Society, 2018
Previous studies have examined how to integrate video games in formal education settings across disciplines and from various perspectives. However, few have explored digital literacy practices prompted by gaming as a fan practice. Drawing on "New Literacy Studies" frame of analysis, this qualitative case study attempts to unearth the…
Descriptors: Case Studies, Second Language Learning, English, Spanish
Peer reviewed Peer reviewed
Direct linkDirect link
Cadima, Rita; Ojeda, Jordi; Monguet, Josep M. – Educational Technology & Society, 2012
Social networks play an essential role in learning environments as a key channel for knowledge sharing and students' support. In distributed learning communities, knowledge sharing does not occur as spontaneously as when a working group shares the same physical space; knowledge sharing depends even more on student informal connections. In this…
Descriptors: Social Networks, Social Structure, Correlation, Social Capital
Peer reviewed Peer reviewed
Direct linkDirect link
del Barrio-García, Salvador; Arquero, José L.; Romero-Frías, Esteban – Educational Technology & Society, 2015
As long as students use Web 2.0 tools extensively for social purposes, there is an opportunity to improve students' engagement in Higher Education by using these tools for academic purposes under a Personal Learning Environment approach (PLE 2.0). The success of these attempts depends upon the reactions and acceptance of users towards e-learning…
Descriptors: Foreign Countries, Learning Experience, Electronic Learning, Satisfaction
Peer reviewed Peer reviewed
Direct linkDirect link
Lama, Manuel; Vidal, Juan C.; Otero-Garcia, Estefania; Bugarin, Alberto; Barro, Senen – Educational Technology & Society, 2012
Large-sized repositories of learning objects (LOs) are difficult to create and also to maintain. In this paper we propose a way to reduce this drawback by improving the classification mechanisms of the LO repositories. Specifically, we present a solution to automate the LO classification of the Universia repository, a collection of more than 15…
Descriptors: Foreign Countries, Electronic Libraries, Metadata, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Sáez-López, José-Manuel; Miller, John; Vázquez-Cano, Esteban; Domínguez-Garrido, María-Concepción – Educational Technology & Society, 2015
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi-experimental approach. The research presents three dimensions oriented to assessing the use of this application in a didactic unit "History and Architecture"…
Descriptors: Foreign Countries, Video Games, Middle Schools, Middle School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…
Descriptors: Electronic Learning, Educational Games, Models, Barriers
Peer reviewed Peer reviewed
Direct linkDirect link
Alonso Diaz, Laura; Blazquez Entonado, Florentino – Educational Technology & Society, 2009
The main purpose of this study is not to compare online and traditional face-to-face instruction merely to prove which one is better, but rather it aims to highlight some of the possible risks and strengths which may help to improve the role of teachers in both methods. The scene consisted of various thematic blocks from a training programme, with…
Descriptors: Electronic Learning, Distance Education, Interaction, Conventional Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Ullrich, Carsten; Melis, Erica – Educational Technology & Society, 2010
A course(ware) generator (CG) assembles a sequence of educational resources that support a student in achieving his learning goals. CG offers a middle way between pre-authored "one-size-fits-all" courseware and individual look-up of learning objects. Existing course generators however, incorporate only limited CG knowledge. They only…
Descriptors: Summative Evaluation, Foreign Countries, Pedagogical Content Knowledge, Educational Resources
Peer reviewed Peer reviewed
Direct linkDirect link
Ibanez, Maria Blanca; Garcia, Jose Jesus; Galan, Sergio; Maroto, David; Morillo, Diego; Kloos, Carlos Delgado – Educational Technology & Society, 2011
The best way to learn is by having a good teacher and the best language learning takes place when the learner is immersed in an environment where the language is natively spoken. 3D multi-user virtual worlds have been claimed to be useful for learning, and the field of exploiting them for education is becoming more and more active thanks to the…
Descriptors: Foreign Countries, Constructivism (Learning), Learning Strategies, Learning Experience
Previous Page | Next Page »
Pages: 1  |  2