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Dhvani Toprani; Marcela Borge – Journal of Computer Assisted Learning, 2025
Background: In this paper, we extend findings from previous iterations of a design-based project called ThinkerSpaces design studios that promotes human-centred design among children. ThinkerSpaces design studios is a play-based afterschool club that follows principles of embedded design by prioritising learner agency, exploration and ongoing…
Descriptors: Children, After School Programs, Play, Technology Uses in Education
Bin Jing; Jinrong Liu; Xue Gong; Yangli Zhang; Haojie Wang; Changcheng Wu – Interactive Learning Environments, 2024
An increasing number of MOOCs use learning videos featuring an instructor and slides, but there are few specific guidelines for the design of instructor images for these videos. A pedagogical agent (PA) is a kind of virtual instructor image in a learning video, and its image design is mostly guided by anthropomorphism. Our research attempts to…
Descriptors: Video Technology, Educational Technology, MOOCs, Imagery
Celepkolu, Mehmet; Galdo, Aisha Chung; Boyer, Kristy Elizabeth – IEEE Transactions on Learning Technologies, 2022
As children develop conversational skills such as taking turns and openly listening to ideas, they often experience conflicts and inequity within collaborative dialogue for learning. Previous research suggests that increasing children's awareness about their own behaviors during collaboration may help them adjust their behaviors and become better…
Descriptors: Teaching Methods, Classroom Communication, Cooperative Learning, Child Behavior
Zou, JunHua; Liu, Kai; Han, Lilong – Interactive Learning Environments, 2021
Based on the HTML5 video element, WebVTT (Web Video Text Tracks) and MySQL, we developed a Rich Media Platform for Table Tennis learning (RMPTTL). This platform can support online motion analysis. Meanwhile, social agents (peers, coaches and parents) can leave comments to influence players' participation motivation. A mixed experimental design was…
Descriptors: Racquet Sports, Educational Technology, Technology Uses in Education, Program Effectiveness
Al-Jarf, Reima – Online Submission, 2023
A sample of parents in Saudi Arabia was surveyed to find out the reading technologies that children under the age of 12 use, children's digital reading habits and interests, parents' roles in encouraging the children to read digitally, the effects of digital reading on children's reading ability, and to compare digital reading before, during and…
Descriptors: Foreign Countries, Reading Habits, Children, Preadolescents
Gard, Michael; Enright, Eimear – Asia-Pacific Journal of Health, Sport and Physical Education, 2016
What kind of thing will food education become in digitised classrooms? Drawn from a broader research project concerned with the "e turn" in school health and physical education, this paper analyses three examples of digital food education (DEF). This is done by considering the role of digital technology in changing--or not…
Descriptors: Foods Instruction, Educational Technology, Nutrition, Video Technology
Tunc-Paftali, Ayse; Tekin-Iftar, Elif – Teacher Education and Special Education, 2021
In this study, researchers examine the impact of e-coaching (including a web-based professional development [PD] portal consisting of a learning module, self-monitoring, and video feedback) on preschool teachers' use of a simultaneous prompting (SP) procedure and the effects of SP on teaching discrete skills to their students with autism spectrum…
Descriptors: Preschool Teachers, Coaching (Performance), Prompting, Children
Robinson, Winslow – ProQuest LLC, 2018
When children return home from residential treatment for behavioral challenges, continuity of care is clinically advised and empirically supported. If parents lack the skills to support this transition, a child's treatment gains may be at risk. Parenting difficulties can initiate oppositional and avoidant behaviors in children, and if sustained,…
Descriptors: Children, Residential Programs, Behavior Disorders, Parent Education
Shepley, Sally B.; Smith, Katie A.; Ayres, Kevin M.; Alexander, Jennifer L. – Education and Training in Autism and Developmental Disabilities, 2017
Self-instruction for individuals with an intellectual disability can be viewed as a pivotal skill in that once learned this skill has collateral effects on future behaviors in various environments. This study used a multiple probe across participants design to evaluate video modeling to teach high school students with an intellectual disability to…
Descriptors: Video Technology, Modeling (Psychology), Teaching Methods, Intellectual Disability
McClain, Lucy R.; Zimmerman, Heather Toomey – International Journal of Science Education, Part B: Communication and Public Engagement, 2016
This study describes the implementation of a self-guiding mobile learning tool designed to support youths' engagement with the natural world as they explored the flora and fauna along one nature trail at an environmental center. Using qualitative video-based data collection and analysis techniques, we conducted two design-based research study…
Descriptors: Telecommunications, Handheld Devices, Qualitative Research, Video Technology
Kellems, Ryan O.; Rickard, Tobias H.; Okray, Dana A.; Sauer-Sagiv, Leora; Washburn, Betsy – Career Development and Transition for Exceptional Individuals, 2018
The purpose of this study was to evaluate the effectiveness of an iPad® as a prompting device for teaching five daily living skills to three young adults with disabilities. Identified target tasks were (a) making spaghetti, (b) cleaning the dining room, (c) making macaroni and cheese, (d) cleaning the front porch, (e) cleaning the back porch, (f)…
Descriptors: Program Effectiveness, Daily Living Skills, Disabilities, Young Adults
Allsop, Yasemin – British Journal of Educational Technology, 2016
In this paper, children's mental activities when making digital games are explored. Where previous studies have mainly focused on children's learning, this study aimed to unfold the children's thinking process for learning when making computer games. As part of an ongoing larger scale study, which adopts an ethnographic approach, this research…
Descriptors: Computer Games, Children, Video Technology, Group Discussion
Poeppelmeyer, Diana; Reichert, Lynn – Odyssey: New Directions in Deaf Education, 2015
Support for parents who wish to develop communication skills is critical. When parents have communication with their children, they are better able to express their concerns, expectations, and support. Bonding with children--and their social, emotional, cognitive, and linguistic development--depends on communication with those who love them. This…
Descriptors: Teaching Methods, Sign Language, Family Programs, Parent Education
Shepley, Sally B.; Spriggs, Amy D.; Samudre, Mark; Elliot, Mary – Journal of Special Education Technology, 2018
This study used a multiple probe across participants design to (a) evaluate the use of system of least prompts to teach students to self-instruct and (b) evaluate the use of a mobile device for a video activity schedule of a functional daily living skill. In baseline, the classroom teacher asked participants to make a snack and collected…
Descriptors: Daily Living Skills, Video Technology, Middle School Students, Intellectual Disability
Sani-Bozkurt, Sunagul; Vuran, Sezgin; Akbulut, Yavuz – Contemporary Educational Technology, 2017
The current study aimed to design technology-supported interactive social stories to teach social skills to children with autism spectrum disorder (ASD). A design-based research was implemented with children with ASD along with the participation of their mothers, teachers, peers and field experts. An iterative remediation process was followed…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Mothers