Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
Educational Technology… | 7 |
Author
Botelho, Anthony | 1 |
Chan, Jenny Yun-Chen | 1 |
Chang, Chiung-Sui | 1 |
Corey Clark | 1 |
Dirin, Amir | 1 |
Elizabeth L. Adams | 1 |
Eric C. Larson | 1 |
Laine, Teemu H. | 1 |
Leanne R. Ketterlin-Geller | 1 |
Lee, Ji-Eun | 1 |
Lu, Lin | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Research | 6 |
Reports - Evaluative | 1 |
Education Level
Middle Schools | 4 |
Junior High Schools | 3 |
Secondary Education | 3 |
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Grade 5 | 1 |
Intermediate Grades | 1 |
Audience
Location
South Korea | 1 |
Texas | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Shen, Dandan; Chang, Chiung-Sui – Educational Technology Research and Development, 2023
The emergence of advanced information technology has revolutionized education and accentuated the demand for high-quality learning. However, many teachers fall short of using technology effectively and optimizing instructional design to promote deeper learning. To address this issue, this study proposes a four-element flipped learning model, which…
Descriptors: College Students, Flipped Classroom, Control Groups, Conventional Instruction
Zheng, Xudong; Ma, Yunfei; Yue, Tingyan; Yang, Xianmin – Educational Technology Research and Development, 2023
The purpose of this study was to investigate the effects of different types of cues and self-explanation prompts in instructional videos on intrinsic motivation, learning engagement, learning outcomes, and cognitive load, which were indicators to measure deep learning performance. Seventy-two college students were randomly assigned to one of the…
Descriptors: Cues, Reflection, Prompting, Video Technology
Vongkulluksn, Vanessa W.; Lu, Lin; Nelson, Michael J.; Xie, Kui – Educational Technology Research and Development, 2022
Quantitative studies on technology integration often examined general quantity of classroom technology use or teacher-reported accounts of integration practices. There is a current need for a measurement tool that links students' technology use and cognitive engagement, which will allow researchers to better illustrate how technology is woven into…
Descriptors: Technology Integration, Educational Technology, Learner Engagement, Psychometrics
Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education