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Showing 1 to 15 of 32 results Save | Export
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Bodaker, Liat; Rosenberg-Kima, Rinat B. – Journal of Research on Technology in Education, 2023
The COVID-19 pandemic raised the need to examine online learning methods also in young children. This study examined elementary school children's performance and attitudes during and toward an online programming learning activity utilizing the pair-programming Agile method that may foster 21st-century skills, including collaboration and…
Descriptors: Electronic Learning, Cooperative Learning, Programming, Computer Science Education
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Yu-Shan Fan – Journal of Research on Technology in Education, 2024
This study explores pedagogical applications of using digital storytelling to facilitate the learning of content knowledge, integrated language proficiency, and academic English competence in an EFL context. Informed by social constructivism, process writing theory, and multimodality, a digital storytelling project was designed in accompany with a…
Descriptors: Teaching Methods, Electronic Learning, Story Telling, Computer Mediated Communication
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Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
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Yeh, Hui-Chin; Heng, Leechin; Tseng, Sheng-Shiang – Journal of Research on Technology in Education, 2021
Video-making projects have often been used to facilitate English as a Foreign Language (EFL) students' active application of target language acquired in classroom settings to authentic learning environments. However, few empirical studies have focused on how the activity can foster and enhance EFL students' writing skills. Fifty-seven EFL students…
Descriptors: Video Technology, Writing Skills, Writing Improvement, English (Second Language)
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Spencer, R.; Sinno, J.; Hatfield, K.; Biderman, M.; Doria, N.; Numer, M. – Journal of Research on Technology in Education, 2020
Evidence suggests that the use of educational technologies may promote positive learning environments and contribute to students' success. The following mixed methods study examined the impact of Top Hat in a blended learning environment on undergraduate students' sense of belongingness, engagement, and self-confidence in a Canadian post-secondary…
Descriptors: Undergraduate Students, Sense of Community, Learner Engagement, Self Efficacy
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Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
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Yang, Hui-Yu – Journal of Research on Technology in Education, 2021
The present empirical study investigated whether progressive visuospatial cues presented in a self-regulatory mode could assist learners in comprehending the operation of a mechanical system. In the present study, the interactivity and cueing were the independent variables in terms of investigating their effectiveness on retention and transfer…
Descriptors: Cues, Visual Stimuli, Comprehension, Retention (Psychology)
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Talan, Tarik; Dogan, Yunus; Batdi, Veli – Journal of Research on Technology in Education, 2020
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this…
Descriptors: Educational Games, Game Based Learning, Instructional Effectiveness, Academic Achievement
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Guven, Gokhan; Kozcu Cakir, Nevin; Sulun, Yusuf; Cetin, Gurcan; Guven, Emine – Journal of Research on Technology in Education, 2022
The present study aimed to determine the effects of arduino-assisted robotics coding applications integrated into the 5E learning model used in science teaching on students' scientific creativity, robotics attitude and motivation toward science. For this aim, the study was planned according to the convergent parallel mixed research method and was…
Descriptors: Robotics, Science Instruction, Grade 6, Creativity
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Kurt, Gökçe; Atay, Derin; Öztürk, Huriye Arzu – Journal of Research on Technology in Education, 2022
Student engagement has become a challenge for K-12 students and teachers in online education during the COVID-19 pandemic. This study explored the factors underlying student engagement and the strategies teachers developed to engage students. Thematically analyzed interview data coming from 22 teachers and 20 students of public high schools…
Descriptors: Learner Engagement, Elementary Secondary Education, Distance Education, Electronic Learning
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McCarthy, Elizabeth M.; Liu, Ying; Schauer, Karen L. – Journal of Research on Technology in Education, 2020
This study describes a strengths-based blended personalized learning model, the implementation of the model over a 4-year period, and the results of an impact study focused on measuring its effectiveness. The model includes many commonly-used features of personalized learning, including (a) competency-based progressions, (b) flexible learning…
Descriptors: Blended Learning, Computer Simulation, Independent Study, Language Usage
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Kapici, Hasan Ozgur; Akcay, Hakan; de Jong, Ton – Journal of Research on Technology in Education, 2020
The science learning environment is an important factor in students' attitudes toward their science experiences in school, as well as toward science courses. This study compares how learning in different laboratory environments (hands-on or virtual) influences these attitudes for middle school (7th grade) students. Participants were 143…
Descriptors: Scientific Attitudes, Positive Attitudes, Attitude Change, Middle School Students
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Margolin, Jonathan; Ba, Harouna; Friedman, Lawrence B.; Swanlund, Andrew; Dhillon, Sonica; Liu, Feng – Journal of Research on Technology in Education, 2021
The "Playground Physics" program combines informal, play-based, embodied learning experiences to support middle school students' engagement with and motivation to learn about complex and abstract physics concepts. This experimental design study examines the impact of "Playground Physics" on students' science motivation,…
Descriptors: Program Effectiveness, Playground Activities, Game Based Learning, Informal Education
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Rutherford, Teomara; Liu, Allison S.; Lam, Arena S.; Schenke, Katerina – Journal of Research on Technology in Education, 2020
Self-beliefs are important determinants of student choice and success (Wigfield & Eccles, 2000) and are informed by student educational experiences, such as prior success with a task (Bandura, 1986). The potential for Computer-Based Interventions as self-belief-supporting learning environments is examined in this study, focusing on the…
Descriptors: Self Concept, Mastery Learning, Educational Experience, Intervention
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Ifenthaler, Dirk – Journal of Research on Technology in Education, 2011
The study adds to the body of knowledge about different types of feedback. Feedback is considered a fundamental component for supporting and regulating learning processes. Especially in computer-based and self-regulated learning environments, the nature of feedback is of critical importance. Hence, this study investigates different types of…
Descriptors: Foreign Countries, Feedback (Response), Concept Mapping, Learning Processes
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