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Zhang, Wei; Xu, Peng – Behaviour & Information Technology, 2011
Few studies in technology acceptance have explicitly addressed the acceptance of replacement technologies, technologies that replace legacy ones that have been in use. This article explores this issue through the theoretical lens of mental models. We contend that accepting replacement technologies entails both mental model maintenance and mental…
Descriptors: Learning Processes, Teacher Surveys, Guidelines, Adoption (Ideas)
Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen – Australasian Journal of Educational Technology, 2014
This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…
Descriptors: Educational Games, Cooperative Learning, Grade 5, Elementary School Students
Ellis, Robert A. – Australasian Journal of Educational Technology, 2014
Evaluating the quality of inquiry using technology in blended contexts at university is a complex phenomenon as there are many variables which could account for qualitative variation in the experience. This study looks at reasons for qualitative variation in the university student experience of inquiry using technologies. It considers approaches…
Descriptors: Inquiry, Blended Learning, College Students, Educational Quality
Johnson, L.; Adams, S.; Cummins, M. – New Media Consortium, 2012
The "NMC Horizon Report: 2012 K-12 Edition", examines emerging technologies for their potential impact on and use in teaching, learning, and creative inquiry within the environment of pre-college education. While there are many local factors affecting the practice of education, there are also issues that transcend regional boundaries and…
Descriptors: Consortia, Elementary Secondary Education, Educational Technology, Information Technology
Rutten, Nico; van Joolingen, Wouter R.; van der Veen, Jan T. – Computers & Education, 2012
This article reviews the (quasi)experimental research of the past decade on the learning effects of computer simulations in science education. The focus is on two questions: how use of computer simulations can enhance traditional education, and how computer simulations are best used in order to improve learning processes and outcomes. We report on…
Descriptors: Computer Simulation, Learning Processes, Science Education, Conventional Instruction
Chatti, Mohamed Amine; Jarke, Matthias; Specht, Marcus – Educational Technology & Society, 2010
Recognizing the failures of traditional Technology Enhanced Learning (TEL) initiatives to achieve performance improvement, we need to rethink how we design new TEL models that can respond to the learning requirements of the 21st century and mirror the characteristics of knowledge and learning which are fundamentally personal, social, distributed,…
Descriptors: Knowledge Management, Computer Software, Educational Technology, Technology Uses in Education
Karlström, Petter; Lundin, Eva – Computer Assisted Language Learning, 2013
Digital tools are not always used in the manner their designers had in mind. Therefore, it is not enough to assume that learning through CALL tools occurs in intended ways, if at all. We have studied the use of an enhanced word processor for writing essays in Swedish as a second language. The word processor contained natural language processing…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Novelty (Stimulus Dimension), Natural Language Processing
English, Mary C.; Kitsantas, Anastasia – Interdisciplinary Journal of Problem-based Learning, 2013
In order to be successful in problem-or project-based learning (PBL), students must take responsibility for the learning process by setting goals, monitoring, reflecting, and sustaining their motivation from the beginning of the project until the end. However, for many students, these processes do not occur naturally or easily. Therefore, the…
Descriptors: Problem Based Learning, Student Projects, Teaching Methods, Student Motivation
Aydin, Hasan – Educational Research and Reviews, 2013
The purpose of this study is to determine learners' and instructors' perceptions about technology-enhanced learning environment. This study uses both quantitative and qualitative methods. A Likert-scale survey was developed and administered to 48 Turkish language learners in various language courses in Istanbul to investigate their perceptions of…
Descriptors: Teacher Attitudes, Student Attitudes, Foreign Countries, Educational Technology
Mason, Lucia; Tornatora, Maria Caterina; Pluchino, Patrik – Computers & Education, 2013
This study used eye-tracking methodology in the school setting to examine fourth graders' online processing of text and graphics while reading an illustrated science text. We were interested in identifying patterns of visual behavior, which was examined considering individual differences in reading comprehension, prior knowledge, and spatial…
Descriptors: Multimedia Materials, Pretests Posttests, Correlation, Web Based Instruction
Mingo, Wendye Dianne – ProQuest LLC, 2013
This study attempts to determine if authentic learning strategies can be used to acquire knowledge of and increase motivation for computational thinking. Over 600 students enrolled in a computer literacy course participated in this study which involved completing a pretest, posttest and motivation survey. The students were divided into an…
Descriptors: Learning Strategies, Computation, Thinking Skills, Computer Literacy
Takewa, Mika – Research-publishing.net, 2013
This report presents how the learning technologies Discussion Board and PaperShow are incorporated into postgraduate translation modules by means of observing their impact on students' learning. Initially and mainly for administrative reasons as well as being encouraged to make use of the university's virtual learning environment (VLE), I set up…
Descriptors: Translation, Second Language Learning, Second Language Instruction, Computer Simulation
Hill, Janette R.; Domizi, Denise P.; Collier, Nicole D.; Blandin, Bernard – American Journal of Distance Education, 2011
Distance education, particularly online education, is becoming a standard experience in formal learning environments, particularly at the postsecondary level. As more faculty and students have expectations that distance education is a part of the learning experience, we need to build a deeper understanding of how to design effective environments…
Descriptors: Distance Education, Learning Processes, Guides, Literature Reviews
Baytak, Ahmet; Land, Susan M. – Educational Technology Research and Development, 2011
This study employed a case study design (Yin, "Case study research, design and methods," 2009) to investigate the processes used by 5th graders to design and develop computer games within the context of their environmental science unit, using the theoretical framework of "constructionism." Ten fifth graders designed computer games using "Scratch"…
Descriptors: Computer Software, Programming, Learning Processes, Grade 5
Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben – Journal of Science Education and Technology, 2011
The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a…
Descriptors: Undergraduate Students, Video Games, Females, Motivation

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