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Yeh, Yi-Lien; Lan, Yu-Ju – Educational Technology Research and Development, 2018
The importance of learner autonomy has been researched for at least two decades. However, it has been critiqued that most research mainly focused on theoretical explanations and was based on anecdotal evidence (Dalgarno and Lee in "Br J Educ Technol "41(1):10-32, 2010; Hew and Brush in "Educ Technol Res Dev" 55(3):223-252,…
Descriptors: Personal Autonomy, Technological Advancement, Case Studies, Quasiexperimental Design
Bii, P. K.; Too, J. K.; Mukwa, C. W. – Universal Journal of Educational Research, 2018
Teacher's attitude towards some particular technology influences their willingness to use that technology in their instructional processes, and consequently the attitude and responses of students to the technology that they observe teachers using. This has a direct bearing on whether or not such technology will successfully be integrated into…
Descriptors: Teacher Attitudes, Computer Attitudes, Computer Mediated Communication, Computer Uses in Education
Jhangiani, Rajiv S.; Dastur, Farhad N.; Le Grand, Richard; Penner, Kurt – Canadian Journal for the Scholarship of Teaching and Learning, 2018
The increase in the cost of college textbooks together with the proliferation of digital content and devices has inspired the development of open textbooks, open educational resources that are free, openly licensed, and often peer-reviewed. Although several published studies have investigated the impact of open textbook adoption on educational…
Descriptors: Textbooks, Electronic Publishing, Student Attitudes, College Students
Ibrahim, Hatim G. – Journal of Education and Practice, 2017
The current study aims to identify the utilization of innovations and techniques of educational technology in teaching of educational practicum and its impact on increasing academic achievement among pre-service teachers. The study sample consisted of (60) pre-service teachers (student teachers) randomly selected from public middle and secondary…
Descriptors: Educational Technology, Practicums, Academic Achievement, Preservice Teachers
Anderson, Lisa C.; Kirchbaum, Kathleen E. – Advances in Physiology Education, 2017
Physiology is a requisite course for many professional allied health programs and is a foundational science for learning pathophysiology, health assessment, and pharmacology. Given the demand for online learning in the health sciences, it is important to evaluate the efficacy of online and in-class teaching methods, especially as they are combined…
Descriptors: Physiology, Teaching Methods, Blended Learning, Online Courses
Wendel, Holly Marie – ProQuest LLC, 2016
The purpose of this study was to determine the relationship each of the mathematics web-based programs, MyMathLab and Assessments and Learning in Knowledge Spaces (ALEKS), has with students' mathematics achievement. In addition, the study examined the relationship between students' affective domain and the type of program as well as student…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Correlation
Yükseltürk, Erman; Altiok, Serhat; Baser, Zeynep – Educational Technology & Society, 2018
The present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state university located in Central Turkey. Foreign language education is promoted in Turkey, yet because of several factors, among which weekly hours of…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
Mohamad Ali, Ahmad Zamzuri; Hamdan, Mohd Najib – Journal of Educational Computing Research, 2017
The aim of this study was to evaluate the effects of various realistic levels of talking-head on students' emotions in pronunciation learning. Four talking-head characters with varying levels of realism were developed and tested: a nonrealistic three-dimensional character, a realistic three-dimensional character, a two-dimensional character, and…
Descriptors: Emotional Response, Questionnaires, Quasiexperimental Design, Statistical Analysis
Sirakaya, Mustafa; Cakmak, Ebru Kilic – Contemporary Educational Technology, 2018
Augmented reality is defined as a technology in which real world and virtual objects are combined with a simultaneous interaction. The aim of this study is to determine the effect of augmented reality use on students' achievement, misconception and course engagement. A (matched) quasi-experimental research design with both pretest and posttest…
Descriptors: Misconceptions, Quasiexperimental Design, Pretests Posttests, Control Groups
Garcia Joven, Jose Elias – ProQuest LLC, 2018
The increasing numbers of ELL and bilingual students in high schools, their high dropout rate, their low performance on standardized tests, and their low representation in STEM and gifted programs make urgent the need to focus on productive and effective instructional techniques to teach math to ELL/bilingual students in ways that motivate them to…
Descriptors: English Language Learners, Bilingual Students, At Risk Students, Technology Uses in Education
Ifenthaler, Dirk; Schumacher, Clara – Educational Technology Research and Development, 2016
The purpose of this study was to examine student perceptions of privacy principles related to learning analytics. Privacy issues for learning analytics include how personal data are collected and stored as well as how they are analyzed and presented to different stakeholders. A total of 330 university students participated in an exploratory study…
Descriptors: Student Attitudes, Privacy, Data Collection, Data Analysis
Hooley, Diana S.; Thorpe, Justin – Educational Technology Research and Development, 2017
Older student reading of informational texts like those found in most high school classrooms continue to be a concern. College entrance exams scores attest to the fact that this age group of readers remain largely unprepared for the rigorous, discipline area reading and comprehension demands of higher education. In response to this issue content…
Descriptors: High School Seniors, Reading Tests, College Readiness, Reading Skills
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2017
Students of Southeast Asian Heritage Learning Chinese (SSAHLC) in Taiwan have frequently demonstrated difficulty with traditional Chinese (a graphical character) radical recognition due to their limited exposure to the written language form since childhood. In this study, we designed a Chinese radical learning game (CRLG), which adopted a drill…
Descriptors: Motivation, Electronic Learning, Self Efficacy, Academic Achievement
Lay, Ah-Nam; Osman, Kamisah – Journal of Education in Science, Environment and Health, 2018
The purpose of this study is to investigate the effect of Malaysian "Kimia" (Chemistry) Digital Games (MyKimDG) module on students' achievement and motivation in chemistry as well as 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination of cognitive, sociocultural and motivational aspects to…
Descriptors: Foreign Countries, Chemistry, Video Games, Science Achievement