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Kocadere, Selay Arkün; Çaglar, Seyma – Educational Technology & Society, 2018
Studies highlight the need to consider different player types during gamification design. The aim of the present study was to determine the elements that affect learners showing different player type characteristics in a gamified learning environment. Accordingly, the study examined which game elements trigger which mechanics. The design of the…
Descriptors: Educational Games, Design, Undergraduate Students, Individual Characteristics
Zucker, Lauren – ProQuest LLC, 2018
Adolescents spend a significant portion of the day on digital devices, yet we know very little about their out-of-school reading practices. While screen recording technology allows researchers to record and view videos of digital reading, the majority of studies exploring digital reading limit participants' reading to researcher-selected texts and…
Descriptors: Adolescents, Electronic Publishing, Reading Habits, Interviews
Cooney, Cailean – International Review of Research in Open and Distributed Learning, 2017
This article reports findings from a study conducted with students in three sections of a Health Psychology course that replaced a traditional textbook with open educational resources (OER) as the primary course material. The purpose of the study was to learn how OER impacted students. Data were collected in Fall 2015 with students from New York…
Descriptors: Textbooks, Shared Resources and Services, Student Attitudes, Interviews
Higgins, Kevin; BuShell, Shawna – Education and Information Technologies, 2018
This embedded case study explores the student-teacher relationship in a one-to-one technology environment. The actual change in relationship in a one-to-one classroom was examined. The study was guided by the self-system theory of motivation and its three characteristics of autonomy, relatedness, and competency as a theoretical framework. To…
Descriptors: Teacher Student Relationship, Educational Technology, Technology Uses in Education, High School Students
Ting, Melodie Mirth G. – ProQuest LLC, 2018
Most recently, there has been a noticeable rise in the push for use of technology in the classroom. The advancement in digital science has increased greatly the capacity to explore animations, models, and interesting apps. that should substantially enhance science cognition. At the same time, there is a great need to increase collaboration in the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Song, Donggil; Oh, Eun Young; Glazewski, Krista – Educational Technology Research and Development, 2017
This case study reports on the implementation of student-generated questioning using a customized personal response system (PRS) by two groups of students in second language (L2) courses at a university in the United States. This study aimed to understand more about instructor and student experience with student-generated questioning for promoting…
Descriptors: Case Studies, Questioning Techniques, Audience Response Systems, Second Language Instruction
Dyson, Laurel Evelyn; Frawley, Jessica Katherine – International Journal of Mobile and Blended Learning, 2018
This article describes how in recent years, the multimedia recording capabilities of mobile devices have been used increasingly to create a more active, learner-centred educational experience. Despite the proven value of student-generated multimedia projects, there are still gaps in our understanding of how students learn during them. This article…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Grasso, SandraJean M. – Journal of Research on Technology in Education, 2017
University students use social media tools not only to connect with friends socially but also to collaborate with classmates. Many universities have embraced academically-focused social media platforms such as social question answering (SQA) applications to make student interactions easier. This study addresses how students in a face-to-face…
Descriptors: College Science, Biology, Asynchronous Communication, Interaction
Konijn, W. S.; Essink, D. R.; de Cock Buning, T.; Zweekhorst, M. B. M. – Educational Media International, 2018
Even though the flipped classroom is an increasingly popular method in education, a literature search shows a gap in research on this method in higher education. This article describes an experiment with two central questions: (1) How do students and lecturers assess the effectiveness of the FC method? And (2) What are crucial design elements? To…
Descriptors: Video Technology, Educational Technology, Technology Uses in Education, Higher Education
Won, Eun-Sok; Kim, Jeong-Ryeol – International Journal of Mobile and Blended Learning, 2018
This article suggests an efficient self-directed learning method that will help improve students' actual English ability by adopting Facebook, which is one of the most represented social networking services (SNS). The purpose of this article is to present a practical way in which to implement SNS-based, self-directed English learning by applying…
Descriptors: Social Media, Educational Technology, Technology Uses in Education, Adult Learning
Saifudin, Adam Mohd; Yacob, Aizan; Saad, Rohaizah – Universal Journal of Educational Research, 2016
Issues of universities students harnessing and capitalizing the usage of Facebook for their own learning capabilities and effective thinking is always the focus of education scholars, in assessing the quality class assignments and projects produced by them. Therefore, Facebook is now becoming unbearable influence since the internet activation in…
Descriptors: Social Media, College Students, Social Networks, Action Research
Sato, Eriko; Chen, Julian Cheng Chiang; Jourdain, Sarah – Modern Language Journal, 2017
The development of distance learning courses for less commonly taught languages (LCTLs) often meets with instructional challenges, especially for Asian LCTLs with their distinct non-Roman characters and structures. This study documents the implementation of a fully online, elementary Japanese course at Stony Brook University. The curriculum was…
Descriptors: Japanese, Second Language Instruction, Interviews, Language Proficiency
Lawrence, Jody; Hokanson, Brad – Educational Technology, 2016
Most educational efforts focus on declarative knowledge and information, which are described primarily as "content." This concentration is common for online courses. Few go beyond this limited level of learning to seek changes in skills and character traits such as curiosity or creativity. Using a project-based curriculum, a course on…
Descriptors: Online Courses, Large Group Instruction, Technology Uses in Education, Educational Technology
Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung – Journal of Educational Multimedia and Hypermedia, 2018
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Descriptors: Adolescents, Knowledge Level, Student Attitudes, Money Management
Costley, Jamie; Lange, Christopher – Electronic Journal of e-Learning, 2017
Instructional design is an important aspect of the learning experience within formal online courses. One way in which online instructional design may benefit students is by increasing their future behavioral intention to use educational materials. This is important because research has revealed that students' use of educational resources is…
Descriptors: Educational Technology, Electronic Learning, Difficulty Level, Cognitive Processes