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Ary Kiswanto Kenedi; Sujarwo; Fery Muhamad Firdaus; Yoppy Wahyu Purnomo – Educational Technology & Society, 2025
The increasing amount of research on the effects of digital technology-based learning on elementary school students' computational thinking ability served as the motivation for this study, which sought to clarify the ambiguous difference in effect size between the variables of digital technology-based learning and computational thinking ability.…
Descriptors: Educational Technology, Computation, Thinking Skills, Elementary School Students
Romero-Hernandez, Alejandro; Gonzalez-Riojo, Manuel; El Yamri, Meriem; Manero, Borja – Educational Technology & Society, 2022
The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees…
Descriptors: Video Games, Dance, Foreign Countries, Folk Culture
Ziqian Liu; Zhuo Wang – Educational Technology & Society, 2024
Concept maps have been used widely in various subjects of K-12 and higher education for diverse purposes. Digital concept maps (DCM) provide even more benefits, such as higher efficiency, expanded canvas, and multimedia integration. The present paper sought to analyze the research and application trends and issues in DCM research and practices…
Descriptors: Concept Mapping, Literature Reviews, Educational Research, Trend Analysis
Rof, Albert; Bikfalvi, Andrea; Marques, Pilar – Educational Technology & Society, 2022
The COVID-19 pandemic has forced the digitalization of the majority of universities, prior to which they were largely operating using face-to-face modes of learning. Increased competition in the digital environment places universities under greater pressure to offer an innovative learning experience. The purpose of this paper is to understand the…
Descriptors: COVID-19, Pandemics, Electronic Learning, Educational Change
Carmen Durham; Loren Jones – Educational Technology & Society, 2024
Technology continually changes day-to-day interactions, and emergent bilingual learners often multitask, using several digital tools, at times simultaneously, to communicate and learn. Students may text, post on social media, and listen to music as they complete their work. Studies have examined the affordances of technology for language learning,…
Descriptors: Bilingual Students, Time Management, Executive Function, Cooperative Learning
Lin, Kuo-Chin; Lee, I-Chen; Cheng, Chih-Fu; Hung, Hui-Chun – Educational Technology & Society, 2020
To improve the badminton skills learning of students, this study proposed the portfolio-based WISER model, which combines tablets for instantaneous recording and Facebook for e-portfolios. The 97 learners in the experimental group (EG) were taught with tablets and Facebook, and the 102 learners in the control group (CG) were taught with…
Descriptors: Physical Education, Teaching Methods, Educational Technology, Electronic Learning
Ou Yang, Fang-Chuan; Lo, Fang-Ying Riva; Chen Hsieh, Jun; Wu, Wen-Chi Vivian – Educational Technology & Society, 2020
Developing communicative ability of English as a Foreign Language (EFL) learners is essential when it comes to authentic learning. Nevertheless, conventional textbook usage and English instruction often fail to be learner-engaging. With the help of high-immersion Virtual Reality (VR), language learning can be transformed into a more self-directed…
Descriptors: Communication Skills, Educational Technology, Technology Uses in Education, Computer Simulation
Lin, Chang-Hsin; Shih, Ju-Ling – Educational Technology & Society, 2018
This study reported the group development training results using a digital game-based adventure education course. In the research, six traditional adventure education activities were developed into six digital games that are assembled and practiced in the face-to-face course. The course was designed based on Tuckman's team development model in…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Adventure Education
de Freitas, Sara – Educational Technology & Society, 2018
The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different disciplines and in an ad hoc way. This has been problematic in a number of ways and resulted in fragmented literature and inconsistent referencing patterns between different…
Descriptors: Teaching Methods, Educational Games, Program Effectiveness, Grounded Theory
Chen, Cheng-Huan; Su, Chien-Yuan – Educational Technology & Society, 2019
This study introduced BookRoll, a digital teaching material delivery and e-book reading system, to record and trace students' preview status through the BookRoll dashboard in a university course and further support their self-regulated learning. One hundred nine freshmen from two separate classes at a university located in central Taiwan…
Descriptors: Educational Technology, Electronic Publishing, Books, Learning Strategies
Chis, Adriana E.; Moldovan, Arghir-Nicolae; Murphy, Lisa; Pathak, Pramod; Muntean, Cristina Hava – Educational Technology & Society, 2018
This research paper investigates the effectiveness of combined Flipped Classroom (FC) and Problem-based Learning (PBL) teaching approach in a computer programming module. Combined FC-PBL makes use of learning technologies and supports authentic learning in terms of authentic context, multiple perspectives through team work and collaboration. FC…
Descriptors: Homework, Video Technology, Technology Uses in Education, Educational Technology
Hwang, Wu-Yuin; Hariyanti, Uun; Abdillah, Yan Amal; Chen, Holly S. L. – Educational Technology & Society, 2021
Geometry is essential for mathematics learning given that it is strongly related to our surroundings; however, few studies concentrated on using geometry in our daily life, especially using mobile devices with their sensors. Thus, this study proposed one app, Ubiquitous Geometry (UG), and explored its effects on learning angles and polygons in…
Descriptors: Geometry, Mathematics Instruction, Computer Oriented Programs, Educational Technology
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2019
This study examined effects of gamified comparison on sixth graders' performance of algebra word problem solving and attitude toward algebra learning. Seventy-two sixth graders were invited to participate in a four-week experimental instruction and assigned to three groups: gamified comparison, comparison, and control. The results showed (1) a…
Descriptors: Grade 6, Algebra, Educational Games, Word Problems (Mathematics)
Hwa, Siew Pei – Educational Technology & Society, 2018
Technological applications, especially the use of multimedia courseware have become more common in today's education, stimulating innovative approaches in teaching and learning. With the growing interest of integrating information and communication technologies (ICTs) into learning and teaching, the use of multimedia technology and digital games…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Nebel, Steve; Schneider, Sascha; Rey, Günter Daniel – Educational Technology & Society, 2016
Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and…
Descriptors: Video Games, Educational Games, Teaching Methods, Educational Research