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Al Yousef, Mohammed Bader; Naanah, Ibrahim Ali; Al Khazam, Awad Mufleh – Educational Research and Reviews, 2018
The study aims to reveal the perceptions of King Abdullah II School for Excellence teachers about the importance of using flipped learning in developing the reflective thinking of their students in Jordan. The population of the study consists of 227 male and female teachers. The sample of the study consists of 180 teachers: 87 males and 93 females…
Descriptors: Teacher Attitudes, Teaching Methods, Blended Learning, Foreign Countries
Sundqvist, Pernilla; Nilsson, Tor – International Journal of Technology and Design Education, 2018
In recent years, technology has been emphasized as an important area in early childhood curricula; however, in many countries preschool does not have the tradition of teaching specific subjects, and research shows that many preschool staff members are unsure about what teaching technology should include and how it should be taught. Therefore, with…
Descriptors: Educational Technology, Technology Uses in Education, Early Childhood Education, Preschool Education
Hussain, Irshad; Cakir, Ozlem; Candeger, Ümmügülsüm – International Journal of Instruction, 2018
This paper demonstrates the role of social media as a learning technology for university students and highlights their problems associated with its use. The population of the study consisted of Masters' and Bachelor Studies students studying in their final semesters in the departments of Social Sciences at The Islamia University of Bahawalpur,…
Descriptors: Social Media, College Students, Social Sciences, Mass Media Use
Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
Byker, Erik Jon; Good, Amy J.; Miller, Erin; Kissel, Brian – Multicultural Education, 2018
The purpose of this article is to describe and report on how a group of teacher candidates used technology to create multicultural texts which integrated literacy and social studies. To meet this purpose, the authors briefly describe the objectives of the assignment, examine 41 teacher candidates' perceptions of the assignment, and discuss media…
Descriptors: Preservice Teachers, Educational Technology, Technology Uses in Education, Childrens Literature
Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
Wood, Claire A.; Perlman, Daniel – International Journal of Teaching and Learning in Higher Education, 2017
This article reports a multifaceted course assignment involving the development of information literacy skills, speed partnering, a brief team VoiceThread presentation, and peer evaluations of the presentations. The assignment was rooted in Chickering and Gamson's (1989) highly regarded principles of good educational practice, as well as the…
Descriptors: College Students, Assignments, Information Literacy, Skill Development
Cattik, Melih; Odluyurt, Serhat – Turkish Online Journal of Educational Technology - TOJET, 2017
The objective of this study was to teach digital gaming skills to children with autism spectrum disorder (ASD) using a SMART board with a graduated guidance teaching method in a small-group instructional format, to determine the participants' levels of learning by observation, and to determine the views of their families on the conducted…
Descriptors: Video Games, Autism, Pervasive Developmental Disorders, Teaching Methods
Quinn, Diana; Albrecht, Amie; Webby, Brian; White, Kevin – International Journal of Mathematical Education in Science and Technology, 2015
Rarely do university departments of mathematics redesign their basic mathematics courses. Through developing an online version of our associate degree in engineering in collaboration with Open Universities Australia, we redesigned the first in a sequence of five engineering mathematics courses. The online cohort proved different to our…
Descriptors: Foreign Countries, Mathematics Instruction, Engineering Education, Educational Technology
Shapira, Noa; Kupermintz, Haggai; Kali, Yael – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
This study examined a professional development program designed to support Civics teachers in their efforts to promote empathy among Israeli Jewish students towards Israeli Arabs. The design rationale for the program is that teachers should experience empathic processes themselves before supporting their students in such an endeavor and that…
Descriptors: Faculty Development, Civics, Empathy, Jews
Huang, Zhifeng; Lin, Chingszu; Kanai-Pak, Masako; Maeda, Jukai; Kitajima, Yasuko; Nakamura, Mitsuhiro; Kuwahara, Noriaki; Ogata, Taiki; Ota, Jun – IEEE Transactions on Learning Technologies, 2017
In the past few decades, simulation training has been used to help nurses improve their patient-transfer skills. However, the effectiveness of such training remains limited because it lacks effective ways of simulating patients' actions realistically. It is difficult for nurses to use the skills learned from simulation training to transfer an…
Descriptors: Robotics, Nursing Education, Training Methods, Skill Development
van de Heyde, Valentino; Stoltenkamp, Juliet; Siebrits, André – Cogent Education, 2017
The paper explores critical success factors (CSFs) in relation to the support structure for an online self-coaching pilot project, by the Centre for Innovative Education and Communication Technologies of the University of the Western Cape (UWC) in South Africa, in collaboration with UWC's Social Work Department and the University of South Africa…
Descriptors: Coaching (Performance), Social Work, Program Effectiveness, Online Courses
D'Amico, Antonella – International Journal of Emotional Education, 2018
"Developing Emotional Intelligence" is an Italian language multimedia tool created for children between 8 and 12 years of age. The software is based on the four 'branches' of model of emotional intelligence proposed by Mayer and Salovey and aims to evaluate and improve abilities in perception of emotions; using emotion to facilitate…
Descriptors: Emotional Intelligence, Educational Technology, Technology Uses in Education, Multimedia Instruction
Sirakaya, Mustafa; Cakmak, Ebru Kilic – International Journal for Research in Vocational Education and Training, 2018
This study aimed to test the impact of augmented reality (AR) use on student achievement and self-efficacy in vocational education and training. For this purpose, a marker-based AR application, called HardwareAR, was developed. HardwareAR provides information about characteristics of hardware components, ports and assembly. The research design was…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Academic Achievement
Willis, Jana; Weiser, Brenda; Smith, Donna – Applied Environmental Education and Communication, 2016
Providing teacher candidates opportunities to engage in experiences modeling effective technology integration could improve confidence/comfort in using technology and support skill development and transfer. A purposeful sample of 424 candidates in an educational technology course was administered the Technology and Teaching Efficacy Scale to…
Descriptors: Environmental Education, Teacher Effectiveness, Educational Technology, Preservice Teachers

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