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Lee, Jennifer – Journal of Educational Technology Systems, 2022
This study examined the use of 3D garment prototyping technology as a remote learning facilitator to create new instructional designs for a product development course. The new instructional designs in a flipped learning approach for the remote, synchronous computer-aided fashion product development course was created, implemented, and evaluated…
Descriptors: Clothing, Design, Clothing Instruction, Technology Integration
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Alexis Polanco Jr.; Tsai Lu Liu – Journal of Educational Technology Systems, 2024
The process by which user experiences (UX) for children are created is uncertain, especially for deaf and hard of hearing (DHH) children. This paper seeks to (I) describe the origins of UX and child-computer interaction and to describe what is being taught to designers today; (II) use the example of digital assessment to extract insights from…
Descriptors: Design, Deafness, Hearing Impairments, Computer Assisted Testing
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Ehean Kim; Emre Dinç – Journal of Educational Technology Systems, 2025
This multiple case study aimed to investigate ESL teachers' practices when they learn and design their ESL lesson activities, with a particular emphasis on the integration of computational thinking through Scratch. Scratch was considered as the computational thinking platform, and teachers were designers of language instruction with/for…
Descriptors: English (Second Language), Language Teachers, Coding, Second Language Instruction
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Yildirim-Erbasli, Seyma N.; Bulut, Okan; Demmans Epp, Carrie; Cui, Ying – Journal of Educational Technology Systems, 2023
Conversational agents have been widely used in education to support student learning. There have been recent attempts to design and use conversational agents to conduct assessments (i.e., conversation-based assessments: CBA). In this study, we developed CBA with constructed and selected-response tests using Rasa--an artificial intelligence-based…
Descriptors: Artificial Intelligence, Intelligent Tutoring Systems, Computer Mediated Communication, Formative Evaluation
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Ofosu-Ampong, Kingsley – Journal of Educational Technology Systems, 2020
This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane's review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in…
Descriptors: Game Based Learning, Educational Games, Educational Trends, Educational Research
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Buckley, Jim; DeWille, Tabea; Exton, Chris; Exton, Geraldine; Murray, Liam – Journal of Educational Technology Systems, 2018
Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as "motivational affordances," and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be…
Descriptors: Games, Design, Educational Technology, Computer Software
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Awidi, Isaiah T.; Paynter, Mark; Evers, Uwana – Journal of Educational Technology Systems, 2020
Higher education institutions are leveraging the attributes of digital devices to enhance student's learning. The capability of digital devices to present visual images is the subject of this article, specifically the potential for visual organizers (VOs) to support students in an undergraduate marketing research course. Students reported that VOs…
Descriptors: Scaffolding (Teaching Technique), Student Experience, Technology Uses in Education, Handheld Devices
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Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander – Journal of Educational Technology Systems, 2015
This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…
Descriptors: Man Machine Systems, Cross Cultural Studies, Computer Games, Literature Reviews
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O'Connor, Eileen; McDonald, Frank; Ruggiero, Maria – Journal of Educational Technology Systems, 2014
Enhanced ways of thinking about learners, learning, and communication in the 21st century across content areas coupled with technologies that can extend the outreach beyond text, time, and geography can accelerate learning and retention in higher education, professional organizations, and learning environments. However, many assumptions about…
Descriptors: Scaffolding (Teaching Technique), Technology Integration, Educational Technology, Technology Uses in Education
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Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat – Journal of Educational Technology Systems, 2011
Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…
Descriptors: Games, Teaching Methods, Educational Technology, Computer Uses in Education
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Maldonado, Elaine; Pearson, Karen R. – Journal of Educational Technology Systems, 2013
TECH-FIT is a National Science Foundation initiative at FIT, part of the State University of New York. An institution with over 85% female students, this interdisciplinary, design-related STEM (Science, Technology, Engineering, and Mathematics) project sought to increase inclusion and student performance in STEM. Building on new and existing…
Descriptors: STEM Education, Art Education, Interdisciplinary Approach, State Universities