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Austin U. Gehret; Lisa B. Elliot – Educational Technology Research and Development, 2025
Developing digital materials for learning purposes, or e-learning materials, is not as straightforward as it may seem. The traditional approach is multimedia instruction, the presentation of both pictures and words in an e-learning format to foster learning. However, multimedia instruction, to develop meaningful learning, needs to support the…
Descriptors: Educational Technology, Technology Uses in Education, Multimedia Instruction, Students with Disabilities
AlNajdi, Sameer Mosa – Educational Technology Research and Development, 2022
Augmented reality (AR) is a new way to integrate virtual reality into the real world, and integrating AR into education offers opportunities for increasing student performance. The Saudi Ministry of Education integrated technology into its educational system by building an educational portal called iEN, which offers many technologies that support…
Descriptors: Foreign Countries, Computer Simulation, Educational Technology, Technology Uses in Education
Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
Noah Glaser; Lucas Jensen; Tina Riedy; Maggie Center; Jim Shifflett; Joseph Griffin – Educational Technology Research and Development, 2024
This qualitative research study aims to examine the potential of the commercially available serious game, Spiritfarer. The study focuses on the game's unique approach to serious themes and its ability to facilitate discussions about grief. A grounded theory approach was used to analyze lived experience descriptions from 54 participants. Findings…
Descriptors: Game Based Learning, Grief, Program Effectiveness, Empathy
Schmidt, Matthew; Glaser, Noah – Educational Technology Research and Development, 2021
Research on the use of virtual reality (VR) for individuals with autism lacks design precedent and theoretical guidance. Further, research in this area often fails to include participants in the design of interventions. This paper seeks to address these gaps. A proof-of-concept adaptive skills intervention for adults on the autism spectrum was…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Skill Development
Cheng, Li; Ritzhaupt, Albert D.; Antonenko, Pavlo – Educational Technology Research and Development, 2019
The flipped classroom instructional strategy is thought to be a good way to structure learning experiences to improve student learning outcomes. Many studies have been conducted to examine the effects of flipped classroom on student learning outcomes compared to the traditional classroom, but the results were inconclusive. The purpose of this…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Teaching Methods
Sanghoon Park; Heoncheol Yun – Educational Technology Research and Development, 2024
Although numerous studies have demonstrated the potential benefits of augmented reality (AR) in education, the influence of education students' learning experiences on their AR technology acceptance in the classroom has yet to be examined thoroughly. In this empirical study, we explored the affective experiences (i.e., positive emotions, negative…
Descriptors: Computer Simulation, Educational Technology, Student Experience, Emotional Response
Lin, Li-Chun; Hung, I-Chun; Kinshuk; Chen, Nian-Shing – Educational Technology Research and Development, 2019
A cyber-flipped course was conducted with the flipped classroom pedagogy by using a wholly online approach for all learning activities in asynchronous and synchronous class sessions. Literature suggests that traditional flipped courses can effectively enhance students' learning outcomes in comparison to non-flipped courses. However, conducting all…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Zhu, Yue; Zhang, Jia Hua; Au, Wing; Yates, Greg – Educational Technology Research and Development, 2020
Studies have been conducted on university students' continuous intention to learn online from the perspectives of learning motivation and capability, perceptions or attitudes, and online learning experiences. However, few have examined how the above factors will relate to each other and contribute to students' online learning intention. This…
Descriptors: College Students, Student Attitudes, Online Courses, Blended Learning
Lu-Ho Hsia; Gwo-Jen Hwang; Yen-Nan Lin; Jan-Pan Hwang – Educational Technology Research and Development, 2025
In most physical education courses, teachers generally observe and interact with students face-to-face, so as to assess their learning status and provide immediate and appropriate guidance. However, during the COVID-19 pandemic, practical physical education courses moved completely online. Without physical contact, the safety, assessment, and…
Descriptors: Physical Education, Artificial Intelligence, COVID-19, Pandemics
Yan Shen; Dan Spencer; Jennifer Tagsold; Hyunsong Kim – Educational Technology Research and Development, 2025
The adoption of blended and hybrid Flipped Classroom (FC) models increased dramatically during COVID-19 and is still highly valued and recommended for enhancing the quality, flexibility, and effectiveness of teaching and learning post-pandemic. While meta-analyses indicate a small yet meaningful effect size of the FC approach, examined studies…
Descriptors: Flipped Classroom, Technology Uses in Education, Program Effectiveness, Metacognition
Er, Erkan; Kim, ChanMin – Educational Technology Research and Development, 2017
Teachers' episodic memories influence their beliefs. The investigation of episodic memories can help identify the teacher beliefs that limit technology-integration. We propose the Episode-Centered Belief Change (ECBC) model that utilizes teachers' episodic memories for changing beliefs impeding effective technology integration. We also propose…
Descriptors: Memory, Beliefs, Faculty Development, Attitude Change
Borge, Marcela; Aldemir, Tugce; Xia, Yu – Educational Technology Research and Development, 2022
We examined the utility of a technologically enhanced collective regulation system for improving students' collaborative sense-making processes, i.e., discussion quality, over time. Participants were 27 online undergraduate students enrolled in an introductory information science course. Students were divided into teams tasked with carrying out…
Descriptors: Undergraduate Students, Science Instruction, Synchronous Communication, Computer Mediated Communication
Liu, Chen-Chung; Yang, Chen-Yu; Chao, Po-Yao – Educational Technology Research and Development, 2019
Despite the positive potential of the online social networking platforms, the longitudinal studies regarding how children participate in digital storytelling communities is still scant in the literature. This study investigated how 26 elementary students participated in a 2-year digital storytelling community mediated by a social network…
Descriptors: Story Telling, Elementary School Students, Educational Technology, Technology Uses in Education
Denham, André R. – Educational Technology Research and Development, 2018
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods

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