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Jingjing Ma; Qingtang Liu; Shufan Yu; Jindian Liu; Xiaojuan Li; Chunhua Wang – British Journal of Educational Technology, 2025
This research employs the fuzzy-set qualitative comparative analysis (fsQCA) method to investigate the configurations of multiple factors influencing scientific concept learning, including augmented reality (AR) technology, the concept map (CM) strategy and individual differences (eg, prior knowledge, experience and attitudes). A quasi-experiment…
Descriptors: Science Education, Scientific Concepts, Comparative Analysis, Qualitative Research
Vanbecelaere, Stefanie; Said-Metwaly, Sameh; Van den Noortgate, Wim; Reynvoet, Bert; Depaepe, Fien – British Journal of Educational Technology, 2023
Reading is a fundamental skill to acquire during children's school career. The present meta-analysis examined research on the effectiveness of digital technologies to foster early reading skills during Tier-1 interventions (ie, high-quality core reading instruction which is intended to promote learning for all children). Unlike previous…
Descriptors: Intervention, Reading Instruction, Teaching Methods, Outcomes of Education
Korbach, Andreas; Brünken, Roland; Park, Babette – Instructional Science: An International Journal of the Learning Sciences, 2017
Different indicators are interesting for analyzing human learning processes. Recent studies analyze learning performance in combination with cognitive load, as an indicator for learners' invested mental effort. In order to compare different measures of cognitive load research, the present study uses three different objective methods and one…
Descriptors: Eye Movements, Cognitive Processes, Difficulty Level, Retention (Psychology)
Lin, John J. H.; Lin, Sunny S. J. – British Journal of Educational Technology, 2018
To deepen our understanding of those aspects of problems that cause the most difficulty for solvers, this study integrated eye-tracking with handwriting devices to investigate problem solvers' online processes while solving geometry problems. We are interested in whether the difference between successful and unsuccessful solvers can be identified…
Descriptors: Eye Movements, Handwriting, High School Students, Geometry
Zeichner, Orit – Journal of Educational Technology, 2018
This paper deals with the field of "feedback intervention" in a distance learning environment. The study examines the influences of two types of feedback: cognitive content-oriented feedback designed to meet the student's cognitive needs relating to the curriculum, and non-cognitive feedback that refers to motivational-affective aspects…
Descriptors: Feedback (Response), Academic Achievement, Distance Education, Student Motivation
Fang, N.; Tajvidi, M. – Journal of Computer Assisted Learning, 2018
This study focuses on the investigation of the effects of computer simulation and animation (CSA) on students' cognitive processes in an undergraduate engineering course. The revised Bloom's taxonomy, which consists of six categories in the cognitive process domain, was employed in this study. Five of the six categories were investigated,…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
Cheung, Yin Ling – Asia-Pacific Education Researcher, 2016
Much research has been conducted to investigate the quality of writing and high-level revisions in word processing-assisted and pen-and-paper writing modes. Studies that address cognitive aspects, such as experience and comfort with computers, by which students compose essays during writing assessments have remained relatively unexplored. To fill…
Descriptors: Foreign Countries, Writing (Composition), Computer Uses in Education, Educational Technology
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source
Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M. – International Journal of Game-Based Learning, 2017
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…
Descriptors: Feedback (Response), Video Games, Educational Technology, Technology Uses in Education
Beach, Pamela; Willows, Dale – Online Learning, 2017
This study examined the effectiveness of three types of think aloud methods for understanding elementary teachers' cognitive processes as they used a professional development website. A methodology combining a retrospective think aloud procedure with screen capture technology (referred to as the virtual revisit) was compared with concurrent and…
Descriptors: Cognitive Processes, Online Courses, Faculty Development, Educational Technology
Schroeder, Noah L. – Educational Technology & Society, 2017
According to cognitive load theorists, the incorporation of extraneous features, such as pedagogical agents, into the learning environment can introduce extraneous cognitive load and thus interfere with learning outcome scores. In this study, the influence of a pedagogical agent's presence in an instructional video was compared to a video that did…
Descriptors: Teaching Methods, Cognitive Processes, Difficulty Level, Teacher Influence
Katz, James E.; Halpern, Daniel – Journal of Science Education and Technology, 2015
This study aims to assess the effectiveness of immersive environments that have been implemented by museums to attract new visitors. Based on the frameworks introduced by telepresence and media richness theories, and following a constructivist-based learning approach, we argue that the greater the similarity of an online museum experience is to…
Descriptors: Museums, Computer Simulation, Simulated Environment, Teaching Methods
Thomas, Antonio Lamar – Turkish Online Journal of Educational Technology - TOJET, 2017
The relatively little amount of time that some college students spend reading their textbooks outside of the classroom presents a significant threat to their academic success. Using Prenksy's (2001) digital game-based learning (DGBL) principles and Astin's student involvement theory as frameworks, the purpose of this true experiment was to…
Descriptors: Textbooks, Electronic Publishing, Textbook Content, Two Year College Students
Hong, Jianzhong; Pi, Zhongling; Yang, Jiumin – Innovations in Education and Teaching International, 2018
Video lectures are being widely used in online and blended learning classes worldwide, and their learning effectiveness is becoming a focus of many educators and researchers. This study examined the cognitive load and learning effectiveness of video lectures in terms of the type of knowledge being taught (declarative or procedural) and instructor…
Descriptors: Video Technology, Lecture Method, Online Courses, Blended Learning
Wu, Po-Han; Hwang, Gwo-Jen; Yang, Mei-Ling; Chen, Chih-Hung – Interactive Learning Environments, 2018
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However, some challenges to AR learning environments have been described, such as participants' cognitive…
Descriptors: Simulated Environment, Teaching Methods, Computer Simulation, Elementary School Students
Chang, Jui-Hung; Chiu, Po-Sheng; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2018
With the advances in mobile network technology, the use of portable devices and mobile networks for learning is not limited by time and space. Such use, in combination with appropriate learning strategies, can achieve a better effect. Despite the effectiveness of mobile learning, students' learning direction, progress, and achievement may differ.…
Descriptors: Archives, Telecommunications, Handheld Devices, Educational Technology