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Exploring the Effectiveness and Moderators of Augmented Reality on Science Learning: A Meta-Analysis
Xu, Wen-Wen; Su, Chien-Yuan; Hu, Yue; Chen, Cheng-Huan – Journal of Science Education and Technology, 2022
The use of augmented reality (AR) technology in the science curriculum has the potential to assist students in comprehending abstract and complex concepts or unobservable phenomena, as well as to better explain knowledge regarding science content by superimposing virtual objects over genuine items or environments in a multidimensional approach.…
Descriptors: Computer Simulation, Educational Technology, Science Education, Science Achievement
Marín-Díaz, Verónica; Sampedro, Begoña; Figueroa, Jorge – Contemporary Educational Technology, 2022
The advancement of emerging technologies in the classroom is a reality, however, the vision that teachers may have of them is essential in order for these to be incorporated. Using this as a foundation, this article's main objective is to know the vision that secondary education (SE) teachers have of the use of Augmented Reality (AR) in teaching…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Secondary School Teachers
Ok, Min Wook; Bryant, Diane Pedrotty; Bryant, Brian R. – Exceptionality, 2020
Over the past decades, there has been a significant increase in the use of computers and mobile devices in schools as part of mathematics instruction for students with learning disabilities (LD). The purpose of this synthesis was to provide a systematic review of the research on the effects of computer-assisted instruction (CAI) for both computers…
Descriptors: Computer Assisted Instruction, Mathematics Instruction, Mathematics Achievement, Learning Disabilities
Kuhail, Mohammad Amin; Alturki, Nazik; Alramlawi, Salwa; Alhejori, Kholood – Education and Information Technologies, 2023
Chatbots hold the promise of revolutionizing education by engaging learners, personalizing learning activities, supporting educators, and developing deep insight into learners' behavior. However, there is a lack of studies that analyze the recent evidence-based chatbot-learner interaction design techniques applied in education. This study presents…
Descriptors: Educational Technology, Computer Mediated Communication, Artificial Intelligence, Technology Uses in Education
Determining Studies Conducted upon Individuals with Autism Spectrum Disorder Using High-Tech Devices
Eliçin, Özge; Kaya, Ali – Educational Sciences: Theory and Practice, 2017
This study explores 67 experimental research articles written about children with Autism Spectrum Disorder using high-tech devices. The studies in this research were accessed through EBSCO, Academic Search Complete, ERIC, and Uludag University online search engines using keywords such as "autism and technology", "autism and…
Descriptors: Literature Reviews, Autism, Pervasive Developmental Disorders, Children
Kim, Paul; Buckner, Elizabeth; Kim, Hyunkyung; Makany, Tamas; Taleja, Neha; Parikh, Vallabhi – International Journal of Educational Development, 2012
This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no…
Descriptors: Foreign Countries, Electronic Learning, Educational Development, Educational Technology
Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre – Educational Technology Research and Development, 2011
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…
Descriptors: Knowledge Representation, Evaluation Methods, Measurement Techniques, Guidelines
Mechling, Linda C.; Bishop, Vanessa A. – Journal of Special Education, 2011
This article reports on two studies investigating the use of computer-based stimuli that may then be used to develop activities and programming for students with profound multiple disabilities (PMD). Both studies used an alternating treatments design and systematic assessment strategy to present stimuli sequentially and to measure student…
Descriptors: Video Technology, Stimuli, Multiple Disabilities, Computers
Dincer, Serkan – Turkish Online Journal of Educational Technology - TOJET, 2011
In the last few decades, analogy, which is considered as a special case for reasoning, has attracted a great deal of attention from cognitive scientists. Although analogy was rarely applied in previous decades, now it is often considered by educators and researchers as a strategy to provide creative solutions and poetic writing (Paris & Glynn,…
Descriptors: Foreign Countries, Experimental Groups, Control Groups, College Students
Lee, Chun-Yi; Chen, Ming-Puu. – Computers & Education, 2009
The purpose of this study was to investigate the effects of type of question prompt and level of prior knowledge on non-routine mathematical problem solving. A computer game was blended within the pattern reasoning tasks, along with question prompts, in order to demonstrate and enhance the connections between viable problem-solving strategies and…
Descriptors: Prior Learning, Problem Solving, Grade 9, Computers
Yang, Jie Chi; Chen, Sherry Y. – Computers & Education, 2010
Spatial ability is a critical skill in geometric learning. Several studies investigate how to use digital games to improve spatial abilities. However, not every learner favors this kind of support. To this end, there is a need to examine how human factors affect learners' reactions to the use of a digital game to support geometric learning. In…
Descriptors: Spatial Ability, Geometric Concepts, Gender Differences, Geometry
Hsu, Ching-Kun; Hwang, Gwo-Jen; Chuang, Chien-Wen; Chang, Chih-Kai – British Journal of Educational Technology, 2012
Owing to the popularity of computers and computer networks, fostering the web-based problem-solving ability of students has become an important educational objective in recent years. This study attempted to compare the effects of using selected and open network resources on students' intentions with regard to their information system usage by…
Descriptors: Educational Objectives, Problem Based Learning, Problem Solving, Information Systems
Vos, Nienke; van der Meijden, Henny; Denessen, Eddie – Computers & Education, 2011
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory "drag and…
Descriptors: Foreign Countries, Educational Games, Learning Strategies, Memory
Chavez, Raymond Anthony – ProQuest LLC, 2010
Previous research conducted on the use of handheld computers in K-12 education has focused on how handheld computer use affects student motivation, engagement, and productivity. These four case studies sought to identify effective teacher practices in the integration of handhelds into the curriculum and the factors that affect those practices. The…
Descriptors: Technical Support, Language Arts, Handheld Devices, Computer Uses in Education
Wright, Geoffrey; Shumway, Steve; Terry, Ronald; Bartholomew, Scott – Journal of Technology Education, 2012
This manuscript addresses a problem teachers of computer software applications face today: What is an effective method for teaching new computer software? Technology and engineering teachers, specifically those with communications and other related courses that involve computer software applications, face this problem when teaching computer…
Descriptors: Instructional Effectiveness, Computer Assisted Instruction, Computers, Educational Technology