Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Educational Technology &… | 5 |
Author
Agre, Gennady | 1 |
Angelova, Galia | 1 |
Bower, Matt | 1 |
Dichev, Christo | 1 |
Dicheva, Darina | 1 |
Fu-Hsing Tsai | 1 |
Huimin Duan | 1 |
I-Ying Hsu | 1 |
Peng, Jun | 1 |
Rui Mu | 1 |
Sampson, Demetrios | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Information Analyses | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 2 |
Grade 11 | 1 |
High Schools | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
I-Ying Hsu; Fu-Hsing Tsai – Educational Technology & Society, 2023
This study developed a physical computing game-design project that incorporates block-based programming, physical computing, and computer game design for Taiwan's high school technology education curriculum to strengthen students' computational thinking. The project asked students to develop a somatosensory computer game using a block-based…
Descriptors: Computer Games, Design, Programming Languages, Student Attitudes
Zhi Liu; Huimin Duan; Shiqi Liu; Rui Mu; Sannyuya Liu; Zongkai Yang – Educational Technology & Society, 2024
Conversational agents (CAs) primarily adopt knowledge scaffolding (KS) or emotional scaffolding (ES) to intervene in learners' knowledge gain and emotional experience in online learning. However, the ill-defined design for KS and ES, as well as insufficient understanding of their interactive effects on learning outcomes, have hindered the…
Descriptors: Electronic Learning, Achievement Gains, Knowledge Level, Emotional Experience
Peng, Jun; Wang, Minhong; Sampson, Demetrios – Educational Technology & Society, 2017
Project-based learning (PjBL) has been increasingly used to connect abstract knowledge and authentic tasks in educational practice, including computer programming education. Despite its promising effects on improving learning in multiple aspects, PjBL remains a struggle due to its complexity. Completing an authentic programming project involves a…
Descriptors: Student Projects, Visualization, Programming, College Seniors
Dicheva, Darina; Dichev, Christo; Agre, Gennady; Angelova, Galia – Educational Technology & Society, 2015
While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects…
Descriptors: Educational Games, Concept Mapping, Literature Reviews, Classification
Redesigning a Web-Conferencing Environment to Scaffold Computing Students' Creative Design Processes
Bower, Matt – Educational Technology & Society, 2011
Based on a three-semester design research study, this paper argues the need to redesign online learning environments to better support the representation and sharing of factual, procedural, and conceptual knowledge in order for students to develop their design capabilities. A web-conferencing environment is redesigned so that the modalities…
Descriptors: Foreign Countries, Computer Assisted Instruction, Multimedia Instruction, Internet