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Mathias Mejeh; Livia Sarbach – Technology, Knowledge and Learning, 2025
Self-regulated learning (SRL) is an important aspect of successful knowledge acquisition. Adaptive learning technology (ALT) is a form of educational technology that can improve SRL by offering learners personalized and timely support. Despite the potential of ALT to support SRL, its integration into schools' pedagogical practices remains a…
Descriptors: Educational Technology, Technology Uses in Education, Individualized Instruction, Independent Study
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Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
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Durmus Burak; Mehmet Gultekin – Technology, Knowledge and Learning, 2024
In this study, it was aimed to implement and evaluate an adaptive learning environment (ALE) designed according to the learner characteristics of 4th grade primary school students and integrate educational hypermedia environments with face-to-face teaching. Via a preliminary study carried out in accordance with this purpose, the variables that…
Descriptors: Educational Environment, Design, Grade 4, Elementary School Students
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Da-Lun Chen; Kirsi Aaltonen; Hannele Lampela; Jaakko Kujala – Technology, Knowledge and Learning, 2025
The breakthrough in generative artificial intelligence (AI) has unlocked new possibilities for higher education. There are many studies on educational chatbots in the fields of science, technology, engineering, and mathematics; however, studies on designing and leveraging chatbots in a multidisciplinary field like project management have been…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Higher Education
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Franco-Mariscal, Antonio-Joaquín; Cebrián-Robles, Daniel; Rodríguez-Losada, Noela – Technology, Knowledge and Learning, 2023
Social constructivism is a learning approach in which students actively construct their own knowledge by way of experiences and interactions with others. As such, it is important to highlight both individual and group-based reflection practices in pre-service teacher training as a key aspect for improving teaching practice. This paper presents the…
Descriptors: Gamification, Preservice Teachers, Secondary School Teachers, Science Teachers
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Pirgit Sillaots; Kairit Tammets; Terje Väljataga; Martin Sillaots – Technology, Knowledge and Learning, 2024
EdTech companies can develop tools and services for educational institutions. The EdTech sector needs teachers as end-users to create services and tools that serve the users' real needs. Co-creation in the EdTech sector is essential for bridging the gap between developers' and educators' needs. By collaboratively designing learning technologies,…
Descriptors: Educational Technology, Technology Uses in Education, Partnerships in Education, Universities
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Jahnke, Isa; Lee, Yen-Mei; Pham, Minh; He, Hao; Austin, Linda – Technology, Knowledge and Learning, 2020
Mobile microlearning targets a new audience of learners: employees and workers outside of offices, using smartphones for flexible, anywhere, anytime training. The term 'mobile' emphasizes that the content is made for small screens of smartphones. According to literature and industry reports, micro-lessons are generally between 30 s and 5 min.…
Descriptors: Handheld Devices, Online Courses, Design, Usability
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Van Laer, Stijn; Elen, Jan – Technology, Knowledge and Learning, 2020
Blended forms of learning have become increasingly popular. However, it remains unclear under what circumstances blended learning environments are successful. Studies suggest that blended learning challenges learners' self-regulation. Yet little is known about what self-regulatory behaviour learners exhibit in such environments. This limited…
Descriptors: Adults, Self Control, Independent Study, Blended Learning
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Arroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew – Technology, Knowledge and Learning, 2023
This emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play,…
Descriptors: Technology Uses in Education, Computation, Thinking Skills, Games
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Owen, V. Elizabeth; Baker, Ryan S. – Technology, Knowledge and Learning, 2020
As a digital learning medium, serious games can be powerful, immersive educational vehicles and provide large data streams for understanding player behavior. Educational data mining and learning analytics can effectively leverage big data in this context to heighten insight into student trajectories and behavior profiles. In application of these…
Descriptors: Educational Games, Video Games, Decision Making, Prediction
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Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
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Wu, Linjing; Liu, Qingtang; Zhou, Wanlei; Mao, Gang; Huang, Jingxiu; Huang, Huan – Technology, Knowledge and Learning, 2020
A big challenge in educational resources construction is the intelligent and personalized resource recommendation for learners. This paper proposes a semantic recommendation framework of educational resources based on semantic web and pedagogics. In this framework, a domain ontology is constructed to describe the knowledge structure of the domain.…
Descriptors: Semantics, Web 2.0 Technologies, Electronic Learning, Educational Resources
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Tawfik, Andrew A.; Gatewood, Jessica; Gish-Lieberman, Jaclyn J.; Hampton, Andrew J. – Technology, Knowledge and Learning, 2022
Various theories and models have implicitly discussed the role of interaction when using learning technologies. Indeed, interaction is described as being important as it relates to technology adoption, cognitive load, and usability. While each of these perspectives describe elements of interaction, they fail to comprehensively detail how educators…
Descriptors: Definitions, Learning Experience, Interaction, Usability
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Kucirkova, Natalia; Toda, Yuichi; Flewitt, Rosie – Technology, Knowledge and Learning, 2021
Many smart technologies offer personalized experiences, such as the possibility for children to record their voice, add their own pictures or drawings to digital stories, customize their avatars or adjust display settings to their needs. This study examined the views of teachers and digital software designers on children's use of smart…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Teacher Attitudes
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Nuere, S.; Díaz-Obregón, R. – Technology, Knowledge and Learning, 2019
The growth of technologies makes necessary redefining higher education. Students nowadays are more prepared to look up information all around the meanings, so we have to deal with new ways of teaching and collaboration. The creative capacity they show, and our background in art an art education are enabling new ways of learning and teaching. Some…
Descriptors: Higher Education, Industrial Arts, Teaching Methods, Creativity
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