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Martin, Florence; Gezer, Tuba; Wang, Wei Chao; Petty, Teresa; Wang, Chuang – Journal of Research on Technology in Education, 2022
Digital citizenship refers to exhibiting responsible digital habits to function in a digital world. The purpose of this mixed methods study is to examine K-12 educators' experiences based on a digital citizenship graduate-level course that they participated in for professional development. Forty-five educators participated in this course. In…
Descriptors: Elementary Secondary Education, Teaching Experience, Graduate Study, Faculty Development
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Scarabottolo, Nello – International Association for Development of the Information Society, 2018
This paper compares the students enrolled to a three-year undergraduate, bachelor degree on Security of Computer Systems and Networks -- offered in traditional, classroom fashion as well as online at the University of Milan (Italy) -- in terms of results in exams of the various courses as well as in the final dissertation for obtaining the degree.…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, Undergraduate Students
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Bhuyan, Jay; Wu, Fan; Thomas, Cassandra; Koong, Kai; Hur, Jung Won; Wang, Chih-hsuan – TechTrends: Linking Research and Practice to Improve Learning, 2020
This paper describes the design, implementation, and results of an NSF funded Summer Academy from 2016 to 2018, which engaged, on an annual basis, 30 to 60 rising 10th and 11th grade high school science students in an innovative, technology-enriched Project Based Learning (PBL) environment. This Academy emphasized how tech gadgets work and the…
Descriptors: Teaching Methods, Grade 10, Grade 11, High School Students
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Jacka, Lisa; Booth, Kate – Australian Educational Computing, 2012
Virtual worlds are highly immersive, engaging and popular computer mediated environments being explored by children and adults. Why then aren't more teachers using virtual worlds in the classroom with primary and secondary school students? Reasons often cited are the learning required to master the technology, low-end graphics cards, poor…
Descriptors: Foreign Countries, Computer Security, Educational Technology, Regional Programs
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Baker-Eveleth, Lori; Eveleth, Daniel M.; O'Neill, Michele; Stone, Robert W. – EDUCAUSE Quarterly, 2006
The College of Business and Economics at the University of Idaho conducted a pilot study that used commercially available encryption software called Securexam to deliver computer-based examinations. A multi-step implementation procedure was developed, implemented, and then evaluated on the basis of what students viewed as valuable. Two key aspects…
Descriptors: Business Administration Education, Tests, Data Processing, Computer Security