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Ayse Gokcen; Özge Özel; Fatma Çalisandemir – International Journal of Psychology and Educational Studies, 2024
The purpose of this study is to investigate the activities that children engage in with technology. In this direction, preschool children's ownership of technological devices, which devices they own and what they do with these devices were examined. This study was designed as qualitative research. The study group consisted of 34 preschool children…
Descriptors: Preschool Children, Technology, Handheld Devices, Computer Use
Maria Antonina Obojska; Potheini Vaiouli – International Journal of Multilingualism, 2025
Recent research shows that transnational families draw on digital media in their language learning. However, little systematic knowledge exists on the nature of these practices, the tools used, and the families' views regarding digital media use for language learning. This article addresses this knowledge gap, presenting the results of an online…
Descriptors: Family Relationship, Multilingualism, Language Usage, Information Technology
Wernholm, Marina – Designs for Learning, 2021
The aim of this study is to investigate children's out-of-school learning in digital gaming communities. This was achieved by exploring girls' participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze…
Descriptors: Informal Education, Computer Games, Females, Video Technology
Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
Aljaberi, Nahil – International Journal of Progressive Education, 2021
This study aims to explore the reality of employing digital technologies in the education of kindergarten children and the primary stage. It also aims to determine the views and perceptions of children towards these technologies and how to deal with them. The study also aims to determine the perceptions of kindergarten teachers and the primary…
Descriptors: Preschool Teachers, Kindergarten, Primary Education, Young Children
Sapsani, Georgia; Tselios, Nikolaos – International Journal of Web-Based Learning and Teaching Technologies, 2019
The present article examines the relationship between student personality, use of social media and their academic performance and engagement. Specifically, this article examines the relationship of students' Facebook (FB) use and personality characteristics using the Big Five Personality Test. This is focused on (a) student engagement; (b) time…
Descriptors: Personality Traits, Social Media, Academic Achievement, Learner Engagement
Kulju, Pirjo; Mäkinen, Marita – Journal of Early Childhood Literacy, 2021
This study explored what kinds of phonological strategies are used by children and how they scaffold each other while they solve tasks in a digital literacy game. The theoretical basis of this study lies in Vygotsky's thoughts on the role of social interaction in learning and in the concept of peer scaffolding. The data included eight videotaped…
Descriptors: Foreign Countries, Phonology, Peer Teaching, Video Technology
Gök, Mustafa; Inan, Mevlüt – Journal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6th-grade students' experiences of a digital game-based learning…
Descriptors: Game Based Learning, Mathematics Instruction, Mathematical Concepts, Concept Formation
Štefková, Jaroslava; Danihelová, Zuzana – Advanced Education, 2023
These days, languages at non-philological universities are becoming an important tool of internationalization. However, language classes seem to be an additional subject to the obligatory technical subjects, and they are not given enough space in the technical study portfolios. Therefore, CLIL (Content and Language Integrated Learning), which…
Descriptors: Teacher Attitudes, Teaching Methods, Second Language Learning, Second Language Instruction
Maria Kikidou; Eleni Griva – International Electronic Journal of Elementary Education, 2023
Content and Language Integrated Learning (CLIL) is an innovative approach which attempts to comprise holistic features, focusing on the meaning and at the same time providing opportunities for purposeful language use (Dalton-Puffer, 2007). Based on the triptych language of learning, language for learning and language through learning- this program…
Descriptors: Greek, English (Second Language), Second Language Learning, Second Language Instruction
Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
Cruaud, Caroline – Innovation in Language Learning and Teaching, 2018
There is increased interest in the use of gamification as an innovative practice in the field of training and education. Based on the use of game mechanics, gamification aims at engaging students in their learning. However, there is not much research on the use of gamification in school settings, especially when it comes to foreign language…
Descriptors: French, Second Language Learning, Second Language Instruction, Play
Damsa, Crina; Muukkonen, Hanni – Research Papers in Education, 2020
This paper elaborates on the notion of object-oriented collaborative learning by building on empirical material from two case studies in higher education. Prior empirical findings show how knowledge objects are evolving entities, shaped by the interactions between participants, and how students learn from engaging in knowledge practice that…
Descriptors: Instructional Design, Cooperative Learning, Case Studies, Higher Education
Høiseth, Marikken; Hopperstad, Marit Holm – Child Care in Practice, 2016
This study explores how toddlers and caregivers make meaning with an interactive healthcare game on a tablet during medical treatment. The data material consists of video recordings of six nebuliser treatments of two children. Using a social semiotic perspective and a multimodal analysis, the study identifies how children and caregivers make…
Descriptors: Toddlers, Medical Services, Health Services, Caregiver Child Relationship
Branch, Robert Maribe, Ed.; Lee, Hyewon, Ed.; Tseng, Sheng Shiang, Ed. – Educational Media and Technology Yearbook, 2019
This is Volume 42 of the "Educational Media and Technology Yearbook." For the past 40 years, the Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. This Yearbook has inspired researchers, practitioners, and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Technology Integration