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Zhang, Lili; Cheng, Jiaming; Lei, Jing; Wang, Qiu – Education and Information Technologies, 2023
Large classroom configurations and lecture-centered pedagogy discourage student engagement. The advances in educational technology have empowered instructors to fill the gap. This study designed a digital question board (DQB) on digital canvas to facilitate student engagement in large lecture classes. A mixed-methods study with a quasi-experiment…
Descriptors: Learner Engagement, Classroom Environment, Lecture Method, Educational Technology
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Wang, Wei-Tsong; Kartika Sari, Mega – Journal of Educational Computing Research, 2024
The designs of gamification platforms are diverse and constantly evolving. Excessive use of various game mechanisms in learning platforms can distract from the learning process. However, the fit of game mechanisms is still uncertain. Thus, this study investigates the effect of achieving fit when implementing game mechanisms on learning outcomes by…
Descriptors: Gamification, Educational Technology, Design, Cognitive Processes
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Assel Akhmetova; Zhanat Karmanova; Shnar Demissenova; Nurgul Sadvakassova; Kanat Koshkumbaev – Open Education Studies, 2024
The model for implementing pedagogical technologies to the develop cognitive processes of secondary education students is highly significant in the present era. The purpose of the study is to substantiate and practically test some pedagogical technologies used in the process of secondary education. To investigate this issue in more detail,…
Descriptors: Foreign Countries, Secondary Schools, Grade 7, History
Janetta Adelle Robins Boone – ProQuest LLC, 2024
This dissertation aimed to expand knowledge and practical uses of educational technology tools in high-stakes team training environments. This study depicted the real-world impacts of virtual reality (VR) technology on learning and training for the Royal New Zealand Police Academy and those training teams in high-stakes environments.…
Descriptors: Cognitive Processes, Difficulty Level, Police Education, Police
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Ziya Görkem Celasun; Senem Üstün Kaya – Turkish Online Journal of Educational Technology - TOJET, 2025
Gamification has emerged as a transformative approach in education, integrating game elements such as points, badges, leaderboards, and progress bars with traditional learning to enhance engagement and improve learning outcomes. By leveraging psychological principles of motivation, gamification fosters participation and persistence, making it a…
Descriptors: Gamification, Cognitive Processes, Anxiety, Self Esteem
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Xiaoxuan Fang; Davy Tsz Kit Ng; Manwai Yuen – Education and Information Technologies, 2025
To promote computational thinking in mathematics education, Scratch is used to foster students' computational thinking and mathematical understanding. However, students face challenges in block-based programming environments, such as having low motivation, high anxiety, and cognitive loads. This study combined the pedagogical values of Geogebra…
Descriptors: Computer Software, Mental Computation, Elementary School Mathematics, Grade 5
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Carlos Mera Cantillo; Estíbaliz Aragón Mendizábal; Malena Manchado Porras; Maria Inmaculada Menacho Jimenez; Flavia S. Arrigoni; Mari Carmen Canto López; Jose I. Navarro Guzmán – Electronic Journal of Research in Educational Psychology, 2025
Introduction: The main objective of this study was to validate six educational applications developed to train the cognitive precursors associated with mathematics learning in early childhood education students. Method: The mathematical performance of 193 preschool students aged 57 to 79 months (M=63.3, SD=3.7) from various schools was assessed…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Preschool Education
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Taufik Slamet; Thomas Brush; Kyungbin Kwon – Technology, Knowledge and Learning, 2025
This study aims to investigate the effects of competition through a digital leaderboard in gamified online discussions on learners' behavioral and cognitive engagement in learning. Twenty-three graduate students pursuing master's degree in instructional technology in a public university in Indonesia were involved in a five-week quasi-experiment (N…
Descriptors: Competition, Gamification, Computer Mediated Communication, Group Discussion
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Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
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Tingting Wang; Juan Zheng; Susanne P. Lajoie – Educational Technology & Society, 2025
Previous studies have confirmed the pivotal roles of student engagement in predicting learning achievements; however, only a few emphasized the patterns of different engagement dimensions within individuals (i.e., co-occurrences of behavioral, cognitive, and emotional engagement). Thus, this study identifies engagement profiles and explores their…
Descriptors: Medical Students, Technology Uses in Education, Educational Technology, Computer Simulation
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Zhenchenko, Maryna; Melnyk, Oksana; Prykhoda, Yaroslava; Zhenchenko, Igor – International Review of Research in Open and Distributed Learning, 2022
This article defines 27 criteria for evaluating the functionality of e-learning platforms, grouped into three macro groups: (a) learning management, (b) learning content management, and (c) communications and collaboration tools. The proposed criteria can be used to evaluate any e-learning platform's functionality. They allow teachers and…
Descriptors: Foreign Countries, Electronic Learning, Integrated Learning Systems, Program Evaluation
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Shan Li; Zuer Liu; Mengling Qiu; Jiaxin Huang; Juan Zheng; Guozhu Ding – Journal of Educational Computing Research, 2024
Educational robots represent a unique form of teacher presence. Exploring how the communication features of robot instructors affect student learning experience could contribute to the advancement of educational robots. This study examined the impact of speech rate, voice type, and emotional tone of robots on students' cognitive load, attitudes…
Descriptors: Educational Technology, Technology Uses in Education, Cognitive Processes, Difficulty Level
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Shen Yan; Liow Guat Eng; Lim Chui Seong – SAGE Open, 2024
Learning motivation is essential to online learning success. This study recognizes two aspects of learners' motivation for E-learning and proposed technology acceptance model as cognitive process and stimulus-organism-response as affective process to explain the undergraduates' continuous intention to use E-learning system based on…
Descriptors: Influences, Intention, Electronic Learning, Educational Technology
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Crosling, Glenda; Lee, Angela Siew Hoong; Passey, Don; Azizan, Siti Norbaya – Journal of Educators Online, 2023
Blended learning (BL) tools are increasingly used in higher education (HE) due to global technological advancements. BL tools for this study are online tools integrated with face-to-face teaching that support program management and expedite some educational processes like assignment submission. Importantly, BL can enhance the development of…
Descriptors: Use Studies, Blended Learning, Electronic Learning, Educational Technology
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Sapsaglam, Özkan; Birak, Esra – Malaysian Online Journal of Educational Technology, 2023
Today, due to various factors such as facilitation of access to digital technologies, widespread internet use, rapidly increasing urbanization, and digitization of education, children meet the screen at a much earlier age and screen usage times increase rapidly. Due to the COVID-19 pandemic affecting the whole world, the introduction of distance…
Descriptors: Preschool Children, Preschool Teachers, Kindergarten, Computer Use
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