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Showing 1 to 15 of 36 results Save | Export
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Rof, Albert; Bikfalvi, Andrea; Marques, Pilar – Educational Technology & Society, 2022
The COVID-19 pandemic has forced the digitalization of the majority of universities, prior to which they were largely operating using face-to-face modes of learning. Increased competition in the digital environment places universities under greater pressure to offer an innovative learning experience. The purpose of this paper is to understand the…
Descriptors: COVID-19, Pandemics, Electronic Learning, Educational Change
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Yiannoutsou, Nikoleta; Johnson, Rose; Price, Sara – Educational Technology & Society, 2021
Digital developments that foreground the sensory body and movement interaction offer new ways of engaging with mathematical ideas. Theories of embodied cognition argue for the important role of sensorimotor interaction in underpinning cognition. For visually impaired children this is particularly promising, since it provides opportunities for…
Descriptors: Psychomotor Skills, Mathematics Instruction, Teaching Methods, Video Technology
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Panke, Stefanie; Stephens, John – Educational Technology & Society, 2018
How can educators leverage blogs and other social media spaces to encourage a reflective, critical discourse about civic engagement that fosters a true learning exchange over promoting one's own ideas? This article reports upon a single case study of the "Community Engagement Learning Exchange," a multi-author blog on civic engagement.…
Descriptors: Reflection, Citizen Participation, Instructional Materials, Discourse Communities
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Chou, Pao-Nan; Chang, Chi-Cheng; Chen, Mei-Yin – Educational Technology & Society, 2017
Compared to other academic disciplines, interactive white board (IWB) research in early childhood education is still in its infancy. To add more knowledge base regarding the instructional effectiveness of IWB for young children, this study aimed to investigate educational phenomenon of using an IWB to teach visual art to kindergarten students. The…
Descriptors: Bulletin Boards, Visual Aids, Educational Technology, Interactive Video
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Lo, Yi-Hsuan Gloria; Lee, Sy-Ying; Tien, Wan-Chu Finny – Educational Technology & Society, 2020
In this article, we presented a case study in an EFL context that investigated how a magazine was transformed into a digital video involving a target audience. A group of fifty international students responded to a survey questionnaire developed based on the multimodality framework and some were interviewed to express their preferences for the…
Descriptors: Multiple Literacies, Case Studies, Second Language Learning, Second Language Instruction
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Kong, Siu Cheung – Educational Technology & Society, 2019
The study looked into how school partnership generates benefit. It aimed to identify the structures of partnership among collaborating schools and to examine elements that can contribute to sustainable e-Learning development. Six cluster project cases were purposefully selected from an e-Learning pilot scheme in Hong Kong to investigate how school…
Descriptors: Electronic Learning, Sustainable Development, Partnerships in Education, Educational Cooperation
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Claro, Magdalena; Nussbaum, Miguel; López, Ximena; Contardo, Victoria – Educational Technology & Society, 2017
This paper studies the similarities and differences among the views of school principals and teachers regarding a mobile computer lab (MCL) initiative implemented in 1,591 public schools in Chile. It also characterizes the aspects in which their views diverge. A mixed methods study was carried out in two stages: first, a quantitative stage, where…
Descriptors: Educational Technology, Principals, Teachers, Administrator Attitudes
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Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate – Educational Technology & Society, 2016
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Descriptors: Teaching Methods, Programming, Learner Engagement, Educational Games
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Araújo, Rafael D.; Brant-Ribeiro, Taffarel; Mendonça, Igor E. S.; Mendes, Miller M.; Dorça, Fabiano A.; Cattelan, Renan G. – Educational Technology & Society, 2017
This article presents a social and collaborative model for content enrichment in Ubiquitous Learning Environments. Designed as a loosely coupled software architecture, the proposed model was implemented and integrated into the Classroom eXperience, a multimedia capture platform for educational environments. After automatically recording a lecture…
Descriptors: Educational Technology, Technology Uses in Education, Models, Computer Software
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Twissell, Adrian – Educational Technology & Society, 2018
Abstract electronics concepts are difficult to develop because the phenomena of interest cannot be readily observed. Visualisation skills support learning about electronics and can be applied at different levels of representation and understanding (observable, symbolic and abstract). Providing learners with opportunities to make transitions…
Descriptors: Electronics, Case Studies, Concept Formation, Scientific Concepts
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Chen, Zhi-Hong; Chen, Howard Hao-Jan; Dai, Wan-Jhen – Educational Technology & Society, 2018
This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language learning. Using this design framework, a PlanetAdventure system was developed to examine its feasibility and its effects on student language learning. A…
Descriptors: Second Language Learning, Case Studies, Second Language Instruction, English (Second Language)
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María-Carmen Ricoy; Tiberio Feliz – Educational Technology & Society, 2016
Considering the potential and popularity of social media it is important to inquire into its use in learning. In this study the implementation of the activity carried out in Twitter with higher education students was analysed. The research was conducted following a mixed methodology, based on virtual ethnography complemented by quantitative…
Descriptors: Higher Education, Communities of Practice, Social Media, Mass Media Use
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Franciosi, Stephan J. – Educational Technology & Society, 2017
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
Descriptors: Computer Games, Writing (Composition), Second Language Learning, Second Language Instruction
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Celikkan, Ufuk; Senuzun, Fisun; Sari, Dilek; Sahin, Yasar Guneri – Educational Technology & Society, 2013
This paper describes how interactive videoconference can benefit the Electrocardiography (ECG) skills of undergraduate nursing students. We have implemented a learning system that interactively transfers the visual and practical aspects of ECG from a nursing skills lab into a classroom where the theoretical part of the course is taught. The…
Descriptors: Nursing Education, Experimental Groups, Control Groups, Undergraduate Students
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Horiguchi, Tomoya; Imai, Isao; Toumoto, Takahito; Hirashima, Tsukasa – Educational Technology & Society, 2014
Error-based simulation (EBS) has been developed to generate phenomena by using students' erroneous ideas and also offers promise for promoting students' awareness of errors. In this paper, we report the evaluation of EBS used in learning "normal reaction" in a junior high school. An EBS class, where students learned the concept…
Descriptors: Simulation, Error Correction, Learning Processes, Misconceptions
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