Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 6 |
Descriptor
Computer Use | 6 |
Learning Activities | 6 |
Foreign Countries | 4 |
Internet | 3 |
Access to Computers | 2 |
Computer Games | 2 |
Electronic Learning | 2 |
Feedback (Response) | 2 |
Gender Differences | 2 |
Low Income Groups | 2 |
Parent Attitudes | 2 |
More ▼ |
Source
Education Sciences | 1 |
Journal of Research on… | 1 |
Online Submission | 1 |
School Science and Mathematics | 1 |
Society for Research on… | 1 |
Universal Journal of… | 1 |
Author
Alontaga, Jasper Vincent Q. | 1 |
Basaran, Bülent | 1 |
Dominguez, Ximena | 1 |
Gönen, Selahattin | 1 |
Hupert, Naomi | 1 |
Kaewketpong, Prapas | 1 |
Kayla Chandler | 1 |
Llorente, Carlin | 1 |
Moorthy, Savitha | 1 |
Nogry, S. | 1 |
Pasnik, Shelley | 1 |
More ▼ |
Publication Type
Reports - Research | 6 |
Journal Articles | 5 |
Audience
Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kayla Chandler – School Science and Mathematics, 2023
Work in teacher noticing has captured to what extent teachers notice students' thinking on paper and pencil tasks and technology tasks, yet no one study has considered how the same group of teachers notices across task types. This study used Jacobs et al.'s (Journal for Research in Mathematics Education, 2010, 41(2), pp: 169-202.) professional…
Descriptors: Secondary School Mathematics, Secondary School Teachers, Secondary School Students, Feedback (Response)
Sanmee, Wichian; Ruangsan, Niraj; Kaewketpong, Prapas – Online Submission, 2021
The research aims to study the development of online instructional activities) for creative internet use of the tertiary students (OIA) in Mahachulalongkornrajavidyalaya University, Khon Kaen Campus (MCUKK), Thailand. The objective of this study, therefore, is to examine the OIA that researchers have built to use with 30 undergraduate students,…
Descriptors: Learning Activities, Internet, Computer Use, Creativity
Nogry, S.; Varly, P. – Journal of Research on Technology in Education, 2018
Information and communication technology (ICT) use among children in low-income countries remains understudied. The purpose of this study is to describe laptop usage among children in the context of the One Laptop per Child (OLPC) project 4 years after the laptops were first introduced in a community in Madagascar. The study was conducted using a…
Descriptors: Laptop Computers, Computer Uses in Education, Educational Technology, Low Income Groups
Alontaga, Jasper Vincent Q. – Education Sciences, 2018
Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness.…
Descriptors: Internet, Electronic Learning, Learning Readiness, Access to Computers
Yalman, Murat; Basaran, Bülent; Gönen, Selahattin – Universal Journal of Educational Research, 2016
Education is one of the biggest problems experienced by developing societies. Education is has an important place in individuals' lives since it allows them to prove themselves within their society and to maintain their future lives. Today, with the development of the Internet, education can be given via e-learning management systems designed on…
Descriptors: Undergraduate Students, Student Attitudes, Electronic Learning, Management Systems
Silander, Megan; Moorthy, Savitha; Dominguez, Ximena; Hupert, Naomi; Pasnik, Shelley; Llorente, Carlin – Society for Research on Educational Effectiveness, 2016
Persistent inequalities in the academic learning trajectories of underserved students have led to a growing interest in interventions for young children who are at higher risk for academic difficulties later on. This study's primary goal was to understand how the integration of video, computer games and associated hands-on activities impacts…
Descriptors: Randomized Controlled Trials, Information Technology, Video Games, Computer Games