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Showing 1 to 15 of 55 results Save | Export
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Liu, Zhichun; Moon, Jewoong – Educational Technology & Society, 2023
In this study, we have proposed and implemented a sequential data analytics (SDA)-driven methodological framework to design adaptivity for digital game-based learning (DGBL). The goal of this framework is to facilitate children's personalized learning experiences for K-5 computing education. Although DGBL experiences can be beneficial, young…
Descriptors: Learning Analytics, Design, Game Based Learning, Computation
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Scott Grant; Grace Yue Qi; Yu-Ju Lan; Pei-Yu Cheng – Educational Technology & Society, 2024
Based on the concept of Communities of Practice (CoP), this study describes the design and implementation of an online academic conference, Pedagogy and Practice in Technology Enhanced Language Learning (PPTELL) 2021, as a backdrop for exploring how to effectively promote the development of academic citizenship within the PPTELL CoP. To address…
Descriptors: Conferences (Gatherings), Electronic Learning, Program Design, Program Implementation
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Guo, Shouchao; Wang, Xiao; Deng, Wenbo; Hong, Jialing; Wang, Jiawen; Wu, Yonghe – Educational Technology & Society, 2022
Three-dimensional (3D) design can improve students' spatial ability, but the research on the differences of spatial ability development after 3D design training for students with different initial spatial ability is not unified. The ability-as-enhancer hypothesis and the ability-as-compensator hypothesis explain the performance differences of…
Descriptors: Spatial Ability, Computer Peripherals, Printing, Design
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Juan Zheng; Zilong Pan; Shan Li; Charles Xie – Educational Technology & Society, 2024
Self-regulation is crucial for student success in scientific inquiry and engineering design. However, it remains unclear how students dynamically engage in self-regulated learning (SRL) processes to achieve high performance. In this study, we investigated the temporal nature of self-regulation during engineering design by leveraging computer trace…
Descriptors: Learning Strategies, Self Management, High School Students, High Achievement
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Kara, Ersin; Cagiltay, Kursat – Educational Technology & Society, 2023
This paper reports on the design and development of educational games and materials that utilize affordable e-textile technology. The researchers employed a design-based approach whereby preschool children used three e-textile materials in two cycles to inform on the development of interactive materials from ordinary objects and bodily interactive…
Descriptors: Educational Games, Design, Educational Technology, Preschool Children
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Zhi Liu; Huimin Duan; Shiqi Liu; Rui Mu; Sannyuya Liu; Zongkai Yang – Educational Technology & Society, 2024
Conversational agents (CAs) primarily adopt knowledge scaffolding (KS) or emotional scaffolding (ES) to intervene in learners' knowledge gain and emotional experience in online learning. However, the ill-defined design for KS and ES, as well as insufficient understanding of their interactive effects on learning outcomes, have hindered the…
Descriptors: Electronic Learning, Achievement Gains, Knowledge Level, Emotional Experience
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Chang, Hui-Tzu; Lin, Chia-Yu; Wang, Li-Chun; Tseng, Fang-Ching – Educational Technology & Society, 2022
In this study, we built a personalized hybrid course recommendation system (PHCRS) that considers students' interests, abilities and career development. To meet students' individual needs, we adopted the five most widely used algorithms, including content-based filtering, popularity-based methods, item-based collaborative filtering, user-based…
Descriptors: Course Selection (Students), Blended Learning, Artificial Intelligence, Mathematics
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Chen, Xieling; Cheng, Gary; Zou, Di; Zhong, Baichang; Xie, Haoran – Educational Technology & Society, 2023
As a human-friendly system, the artificial intelligence (AI) robot is one of the critical applications in promoting precision education. Alongside the call for humanity-oriented applications in education, AI robotsupported precision education has developed into an active field, with increasing literature available. This study aimed to…
Descriptors: Artificial Intelligence, Robotics, Technology Uses in Education, Man Machine Systems
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Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
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Kahn, Jennifer B.; Peralta, Lee Melvin; Rubel, Laurie H.; Lim, Vivian Y.; Jiang, Shiyan; Herbel-Eisenmann, Beth – Educational Technology & Society, 2022
In this paper, we introduce Notice, Wonder, Feel, Act, and Reimagine (NWFAR) to promote social justice in data science (DS) education. NWFAR draws on intersectional feminist DS to scaffold critical perspectives towards systems of power and oppression and attend to students' experiences in designs for learning. NWFAR adds three practices that are…
Descriptors: Data, Data Analysis, Interdisciplinary Approach, Social Justice
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Lyons, Leilah; Mallavarapu, Aditi – Educational Technology & Society, 2021
In this paper we define the concept of collective usability, a complex systems perspective on usability that positions an entire group, not an individual, as the unit of analysis. Shared XR experiences have inherent temporal and spatial properties that produce emergent, collective impacts which can impede learners' engagement. Assembling large…
Descriptors: Computer Simulation, Usability, Educational Technology, Technology Uses in Education
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Toda, Armando M.; Palomino, Paula T.; Oliveira, Wilk; Rodrigues, Luiz; Klock, Ana C. T.; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji – Educational Technology & Society, 2019
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are…
Descriptors: Educational Games, Game Based Learning, Design, Taxonomy
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Hung, Hsiu-Ting; Yang, Jie Chi; Tsai, Yi-Chin – Educational Technology & Society, 2020
Learning through designing digital games has recently emerged as a potential approach for school learners to boost their literacy development and learning in and across disciplines. However, existing knowledge on this relatively new approach is still fragmented, and little is known about its implementation features, associated learning…
Descriptors: Educational Games, Computer Games, Video Games, Design
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Altan, Tugba; Cagiltay, Kursat – Educational Technology & Society, 2022
This study investigated the effects of multimedia learning and visual design in a 6th grade science textbook on students' studying processes. This was accomplished by using eye tracking technology and by applying multimedia learning design and visual design principles to science textbooks. Eye tracking based testing was employed to evaluate the…
Descriptors: Science Education, Textbooks, Eye Movements, Multimedia Materials
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I-Ying Hsu; Fu-Hsing Tsai – Educational Technology & Society, 2023
This study developed a physical computing game-design project that incorporates block-based programming, physical computing, and computer game design for Taiwan's high school technology education curriculum to strengthen students' computational thinking. The project asked students to develop a somatosensory computer game using a block-based…
Descriptors: Computer Games, Design, Programming Languages, Student Attitudes
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