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Adkins-Jablonsky, Sarah J.; Shaffer, Justin F.; Morris, J. Jeffrey; England, Ben; Raut, Samiksha – CBE - Life Sciences Education, 2021
Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of…
Descriptors: Audience Response Systems, Anxiety, Introductory Courses, Biology
Research Trends on the Use of Augmented Reality Technology in Teaching English as a Foreign Language
Takkaç Tulgar, Aysegül; Yilmaz, Rabia Meryem; Topu, Fatma Burcu – Participatory Educational Research, 2022
The main aim of this research is to display research trends in studies on augmented reality (AR) in teaching English as a foreign language by using bibliometric mapping and content analysis. For this purpose, 64 studies in total published up to 2019 were accessed for bibliometric analysis. In addition, 49 articles published between 2007 and 2019…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Technology, Second Language Instruction
Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
Beckers, Jorrick; Dolmans, Diana; van Merriënboer, Jeroen – Journal of Research on Technology in Education, 2022
This quasi-experimental study investigates the effects of using an electronic development portfolio (PERFLECT) with teacher-guided student self-coaching on the development of students' self-directed learning skills and motivation. In a 12-week program in senior vocational education, students in the PERFLECT group used the portfolio to help…
Descriptors: Independent Study, Learning Motivation, Portfolios (Background Materials), Comparative Analysis
Folkestad, James; Pilgrim, Mary E.; Sencindiver, Ben; Harindranathan, Priya – Journal of Educational Technology, 2019
Many factors play a role in a students' learning experience, but students' course interaction behaviors are particularly important toward fostering success. Instructors build learning tools (such as videos, online quizzes, etc.) that provide students with the opportunity to extend their learning outside the classroom. These tools require students…
Descriptors: Calculus, Educational Technology, Introductory Courses, Mathematics Instruction
Zumbach, Joerg; von Kotzebue, Lena; Pirklbauer, Constanze – Journal of Educational Computing Research, 2022
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality-based learning environments, most of the studies lack a clear and fair control condition. In…
Descriptors: Computer Simulation, Educational Technology, Science Education, Educational Environment
Song, Donggil; Kim, Dongho – Journal of Research on Technology in Education, 2021
The aim of this study is to investigate whether an interactive self-regulation scaffolding increases levels of online learners' self-regulated learning skills, course participation, and learning performance. The intervention utilizes a dialog approach with an intelligent conversational agent to scaffold learners' self-regulated learning. Fifty-six…
Descriptors: Metacognition, Scaffolding (Teaching Technique), Student Participation, Learning Strategies
Wang, Cheng-Hung; Lin, Hao-Chiang Koong – Journal of Educational Computing Research, 2018
Computers and the Internet are indispensable in modern life. Increasingly useful digital environments and technological developments have reshaped models of knowledge acquisition. Studies on the development of online learning have yielded valuable insights. In the design of online teaching systems that can replicate face-to-face teaching,…
Descriptors: Affective Objectives, Tutoring, Learning Processes, Educational Technology
Reyna, Jorge; Hanham, Jose; Vlachopoulos, Panos; Meier, Peter – Australasian Journal of Educational Technology, 2019
This research is a validation study of a survey instrument to assess student self-regulation which aims to fill a methodological gap by capturing self-regulation processes while completing learner-generated digital media (LGDM) assignments. For this purpose, the study developed and validated a self-regulation learning questionnaire. Data were…
Descriptors: Factor Analysis, Test Validity, Questionnaires, Factor Structure
Oliviero, Marcello; Zhok, Andrea – Research-publishing.net, 2018
This case study centres on the notion that changing traditional student identities by turning them into 'student-teachers' can have very positive consequences on their involvement with the learning process. Technology plays a crucial role and is totally embedded in this approach. In this project, students are asked to research a grammar topic and…
Descriptors: Case Studies, Educational Technology, Technology Uses in Education, Peer Teaching
Acharya, Sushil; Manohar, Priyadarshan Anant; Wu, Peter; Maxim, Bruce; Hansen, Mary – Journal of Education and Learning, 2018
Active learning tools are critical in imparting real world experiences to the students within a classroom environment. This is important because graduates are expected to develop software that meets rigorous quality standards in functional and application domains with little to no training. However, there is a well-recognized need for the…
Descriptors: Active Learning, Instructional Design, Computer Software, Case Studies
Firat, Mehmet; Kilinç, Hakan; Yüzer, Tevfik Volkan – Journal of Computer Assisted Learning, 2018
According to researches, motivation that initiates and sustains behaviour is one of the most significant components of learning in any environment. Accordingly, level of intrinsic motivation triggers and sustains the interest of the open and distance education students when it comes to learning on their own in e-learning environments. Despite a…
Descriptors: Distance Education, Student Motivation, Electronic Learning, Educational Technology
Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – Interactive Learning Environments, 2018
This paper proposes a novel interactive ubiquitous learning system (IULS) for authentically teaching a cultural heritage course and imparting relevant concepts to students. Experimental results demonstrated that learning performance was significantly improved after students used the IULS. This study also demonstrated that students using the IULS…
Descriptors: Heritage Education, Cultural Background, Electronic Learning, Educational Technology
de Palo, Valeria; Limone, Pierpaolo; Monacis, Lucia; Ceglie, Flavio; Sinatra, Maria – Australian Journal of Adult Learning, 2018
This study assesses the efficacy of e-learning content that has been adapted to cognitive styles in a sample of older adults. Since the personalisation of learning content has been generally associated with learning processes, it was hypothesised that intrinsic motivation, metacognition and self-regulated learning and learning strategies would…
Descriptors: Older Adults, Hypothesis Testing, Learning Motivation, Metacognition
Asiksoy, Gulsum; Ozdamli, Fezile – Cypriot Journal of Educational Sciences, 2017
The aim of this research is to determine the trends of education technology researches on Constructivist Learning Approach, which were published on database of ScienceDirect between 2010 and 2016. It also aims to guide researchers who will do studies in this field. After scanning the database, 81 articles published on ScienceDirect's data base…
Descriptors: Educational Technology, Constructivism (Learning), Cooperative Learning, Content Analysis