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Showing 1 to 15 of 40 results Save | Export
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Bernstein, Debra; Puttick, Gillian; Wendell, Kristen; Shaw, Fayette; Danahy, Ethan; Cassidy, Michael – Educational Technology Research and Development, 2022
In most middle schools, learning is segregated by discipline. Yet interdisciplinary approaches have been shown to cultivate creative thinking, support problem solving, and develop interest while supporting knowledge gains (NAE & NRC in STEM Integration in K-12 Education: Status, Prospects, and an Agenda for Research. National Academies Press,…
Descriptors: Robotics, Design, Middle School Students, Problem Based Learning
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Mathias Mejeh; Martin Rehm – Educational Technology Research and Development, 2024
Educational technology plays an increasingly significant role in supporting Self-Regulated Learning (SRL), while the importance of Adaptive Learning Technology (ALT) grows due to its ability to provide personalized support for learners. Despite recognizing the potential of ALT to be influential in SRL, effectively addressing pedagogical concerns…
Descriptors: Educational Environment, Natural Language Processing, Educational Technology, High School Students
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Tiffany A. Roman; Elizabeth Boling – Educational Technology Research and Development, 2024
K-12 educators who engage their students in designing using digital technologies face the challenge of teaching the act of designing in classroom contexts, yet books and articles on the topic of design processes and methods tend to focus on the instruction of design strategies for adult learners rather than children. One framework, the Informed…
Descriptors: Cooperative Learning, Peer Relationship, Design, Teaching Methods
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Birch, Heather J. S.; Epp, Carrie Demmans – Educational Technology Research and Development, 2023
Many approaches have been employed in the creation of educational technologies. One of the lesser explored approaches is that of participatory design when it includes children as direct contributors. In such cases, specific strategies for supporting the effective participation of software developers and children are necessary. This article…
Descriptors: Educational Technology, Computer Software, Stakeholders, Children
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Naomi Thompson – Educational Technology Research and Development, 2024
Despite recent efforts to support learners from traditionally minoritized backgrounds in mathematics, inequities in math achievement and participation still exist, particularly for women and people of color. Additionally, much of how math is taught in schools aligns with a particular epistemology that comes from western mathematicians and…
Descriptors: Minority Group Students, Mathematics Education, Mathematics Achievement, Equal Education
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Elwood, Kristin; Jordan, Michelle E. – Educational Technology Research and Development, 2022
The educational landscape continues to become increasingly complex, which suggests a need for a teacher-driven creative approach to developing instructional lessons. This article introduces the Design Thinking and Instructional Lessons (DTAIL) model and describes its three-phase development. In Phase I, the Design Thinking literature and the first…
Descriptors: Models, Instructional Design, Instructional Development, STEM Education
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Lee, Donghwa; Kim, Hong-hyeon; Sung, Seok-Hyun – Educational Technology Research and Development, 2023
For decades, AI applications in education (AIEd) have shown how AI can contribute to education. However, a challenge remains: how AIEd, guided by educational knowledge, can be made to meet specific needs in education, specifically in supporting learners' autonomous learning. To address this challenge, we demonstrate the process of developing an…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Assisted Instruction, Second Language Learning
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Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2023
Educational games are becoming increasingly prevalent. Recently, adaptive game-based learning to accommodate diverse learners has received considerable attention. The current study aims to explore the effect of adaptive scaffolding from a multidimensional engagement perspective. A total of 61 students from a Taiwan secondary school studied…
Descriptors: Scaffolding (Teaching Technique), Learner Engagement, Computer Games, Educational Games
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Xun Ge; Kyungwon Koh; Ling Hu – Educational Technology Research and Development, 2024
A qualitative study was conducted in a secondary school to evaluate student learning processes and outcomes by examining their inquiry questions, journals, and maker artifacts in a curriculum-based maker learning environment supported by the Guided Inquiry Design (GID). Thirteen 8th-grade students in a suburban middle school in the southwest of…
Descriptors: Secondary School Students, Grade 8, Active Learning, Inquiry
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Emily Shank; Hengtao Tang; William Morris – Educational Technology Research and Development, 2025
With continued growth in online learning, motivation remains a key factor in persistence and achievement. Online mathematics students struggle with self-regulation and self-efficacy. As reported by Ryan and Deci (Self-determination theory: basic psychological needs in motivation, development, and wellness, Guilford Press, 2017,…
Descriptors: Secondary Schools, Virtual Schools, Online Courses, Distance Education
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Gerardo Herrera; Lucía Vera; Patricia Pérez-Fuster; Arturo López-Fernández; Álvaro López; Ümit Savas-Taskesen; Nigel Newbutt – Educational Technology Research and Development, 2025
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability.…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Students with Disabilities, Computer Simulation
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Gurjar, Nandita; Bai, Haiyan – Educational Technology Research and Development, 2023
This study assessed the psychometric properties of the culturally inclusive instructional design (CIID) scale with 31 items on a 7-point Likert scale. The data were collected from the training (N = 55) and validating samples (N = 80) of K-20 educators. Data analysis employed exploratory factor analysis (EFA) and confirmatory factor analysis (CFA).…
Descriptors: Psychometrics, Cultural Relevance, Instructional Design, Elementary Secondary Education
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Matthew Caratachea; W. Monty Jones – Educational Technology Research and Development, 2024
The emergence of immersive VR technology in K-12 educational spaces has created a need for research examining the affordances and constraints of this technology for student learning. The current study uses a case-study methodology to illustrate K-12 secondary science teachers' perceived affordances and constraints of using immersive VR tools to…
Descriptors: Secondary School Teachers, Science Teachers, Affordances, Computer Simulation
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Sing, Chai Ching; Teo, Timothy; Huang, Fang; Chiu, Thomas K. F.; Xing wei, Wang – Educational Technology Research and Development, 2022
As Artificial Intelligence (AI) is rapidly integrated into existing technologies which has brought forth the fourth industrial and learning revolution, designing curriculum for AI education has become an important strategic development for education authorities throughout the world. Framed broadly from the Theory of Planned Behavior, this study…
Descriptors: Secondary School Students, Intention, Technology Uses in Education, Artificial Intelligence
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Yang, Xiaotong; Rahimi, Seyedahmad; Fulwider, Curt; Smith, Ginny; Shute, Valerie – Educational Technology Research and Development, 2022
The current study investigated students' gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional…
Descriptors: Student Behavior, Educational Games, Game Based Learning, Problem Solving
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