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Cornelius, Sarah; Shanks, Rachel – Technology, Pedagogy and Education, 2017
This article provides a case study of the implementation of iPod Touches on a one-to-one basis in a Scottish primary school. It focuses on teachers' expectations for the project and the realisation (or otherwise) of these expectations. Findings suggest that the iPods offered opportunities for resource provision, interactive learning and extension…
Descriptors: Foreign Countries, Case Studies, Handheld Devices, Telecommunications
Buchholz, Jesse – ProQuest LLC, 2017
Increasing a correctional offender's mindset, resilience, and self-efficacy can be accomplished through the efficient use of technology within correctional education. Correctional facilities that employ the use of technology have the capacity to provide offenders with a tool that will serve them while they are incarcerated and again when they are…
Descriptors: Mixed Methods Research, Self Efficacy, Resilience (Psychology), Technology Integration
McColgan, Michele W.; Colesante, Robert J.; Andrade, Albert G. – Journal of STEM Education: Innovations and Research, 2018
The goal of this study was to determine whether a game-based immersion experience in an introductory undergraduate course in education had an impact on pre-service teachers' skills, beliefs, and confidence using games for teaching academic content. 55 pre-service secondary-education teachers participated in the study. Their first course in the…
Descriptors: Preservice Teachers, Preservice Teacher Education, Teaching Methods, Educational Games
Yong, Su-Ting – International Journal of Virtual and Personal Learning Environments, 2017
The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data…
Descriptors: Gender Differences, Technological Literacy, Educational Technology, Technology Uses in Education
Chen, Ken-Zen; Lowenthal, Patrick R.; Bauer, Christine; Heaps, Allan; Nielsen, Crystal – Online Learning, 2017
Institutions of higher education are struggling to meet the growing demand for online courses and programs, partly because many faculty lack experience teaching online. The eCampus Quality Instruction Program (eQIP) is an online faculty development program developed to train faculty to design and teach fully online courses. The purpose of this…
Descriptors: College Faculty, Faculty Development, Online Courses, Case Studies
Youde, Andrew – European Journal of Open, Distance and E-Learning, 2016
This paper outlines research into the emotional competences that mature, higher education students, undertaking part-time blended learning degrees within a School of Education, value in their tutors. A mixed methods approach was adopted to conduct a detailed exploration of eight tutors' practice whilst teaching a module, with data gathered from…
Descriptors: Emotional Response, College Students, Blended Learning, Teacher Competencies
Brown, Sydney E.; Karle, Sarah Thomas; Kelly, Brian – Contemporary Educational Technology, 2015
DSGN110 was a multidisciplinary course teaching first year students enrolled in in a variety of majors about design thinking. The course is offered for the majors of architecture, landscape architecture, interior design, community and regional planning, along with computer science and business students. By blending face-to-face and online…
Descriptors: College Freshmen, Blended Learning, Design, Outcomes of Education
Theodosiadou, Dimitra; Konstantinidis, Angelos – Journal of Information Technology Education: Innovations in Practice, 2015
Electronic portfolios (e-portfolios) have a positive impact on the learning process in a broad range of educational sectors and on learners of all ages. Yet because most e-portfolio-related studies are about their implementation in higher education, this type of research is less usual in the early childhood context, and there is no available…
Descriptors: Foreign Countries, Portfolios (Background Materials), Electronic Publishing, Technology Uses in Education
McCulloch, Allison W.; Kenney, Rachael H.; Keene, Karen Allen – School Science and Mathematics, 2013
This paper reports on a mixed-methods study of 111 Advanced Placement calculus students' self-reports of their graphing calculator use, comfort, and rationale for trusting a solution produced with or without a graphing calculator when checking written work. It was found that there was no association between gender, teacher-reported mathematical…
Descriptors: Advanced Placement, Mathematics Instruction, Graphing Calculators, Student Attitudes
Cassidy, Gianna G.; Paisley, Anna M. J. M. – Research Studies in Music Education, 2013
Music-games present a highly pervasive new platform to create, perform, appreciate and transmit music through peer and online communities (e.g., Peppler, Downton, Lindsay, & Hay, 2011). While learners are increasingly engaged with such digital music participation outside the classroom, evidence indicates learners are increasingly disengaged…
Descriptors: Teaching Methods, Music Education, Educational Games, Music Activities
Miller, David; Robertson, Derek; Hudson, Alison; Shimi, Jill – Computers in the Schools, 2012
In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3-6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school.…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games