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Huang, Hsin; Hwang, Gwo-Jen – Educational Technology & Society, 2019
Educating inpatients and their family members regarding patient safety and protection is an important and challenging task for nursing staff. However, the effects of the conventional patient instruction with printed materials are usually not as good as expected owing to the learners' low learning engagement. In this study, a learning…
Descriptors: Learner Engagement, Patients, Books, Electronic Publishing
Shin, Yoonhee; Kim, Dongsik; Jung, Jaewon – Educational Technology & Society, 2018
This study investigated the effectiveness of visible-annotation types used in online discussions to enhance the accuracy of shared knowledge and the level of constructed knowledge in computer-supported collaborative learning environments. Three types of visible-annotation were developed specifically for this study, which had the function of…
Descriptors: Documentation, Computer Mediated Communication, Cooperative Learning, Visual Aids
Magen-Nagar, Noga; Shonfeld, Miri – Educational Technology & Society, 2018
The current study examined the influence of students' openness to multiculturalism on the frequency of integrating Online Collaborative Learning (OCL). The mediating variables were attitudes toward: benefits of OCL, negative aspects of OCL and challenges of OCL. The participants were 315 ICT coordinators who are also subject teachers. 139…
Descriptors: Student Attitudes, Multicultural Education, Cultural Pluralism, Information Technology
Kim, Hye Jeong; Park, Ji Hyeon; Yoo, Sungae; Kim, Hyeoncheol – Educational Technology & Society, 2016
This article aims to examine the effects of an instructional model that leverages innovative technologies in the classroom to cultivate collaboration that improves students' comprehension, fosters their creativity, and enables them to better express and communicate their ideas through drawing. This discussion focuses on classroom interaction…
Descriptors: Educational Technology, Creativity, Handheld Devices, Telecommunications
Renkl, Alexander; Skuballa, Irene T.; Schwonke, Rolf; Harr, Nora; Leber, Jasmin – Educational Technology & Society, 2015
We investigated the effects of rapid assessment tasks and different adaptive restudy prompts in multimedia learning. The adaptivity was based on rapid assessment tasks that were interspersed throughout a multimedia learning environment. In Experiment 1 (N = 52 university students), we analyzed to which extent rapid assessment tasks were reactive…
Descriptors: Multimedia Instruction, Student Evaluation, Cues, Review (Reexamination)
Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate – Educational Technology & Society, 2016
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Descriptors: Teaching Methods, Programming, Learner Engagement, Educational Games
Tariq, Rabbia; Latif, Seemab – Educational Technology & Society, 2016
A neurological learning disability, termed as Dyslexia, is characterized by difficulties in various aspects of writing skills making the individuals unable to develop age-appropriate and ability-appropriate functional skills. In Pakistan, lack of dyslexia awareness and remedial education training restrains the remediation of dyslexic children at…
Descriptors: Foreign Countries, Dyslexia, Telecommunications, Handheld Devices
Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
Shih, Ju-Ling; Hsu, Yu-Jen – Educational Technology & Society, 2016
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Descriptors: Adventure Education, Computer Games, Computer Simulation, Questionnaires
Gómez-Rey, Pilar; Barbera, Elena; Fernández-Navarro, Francisco – Educational Technology & Society, 2016
Due to the increasingly multicultural nature of e-learning environments, it is critical that instructors and instructional designers be aware of the importance of cultural factors in education and that they deliver culturally adaptive instruction. The main challenge of this paper is identifying the critical success factors for multicultural online…
Descriptors: Online Courses, Electronic Learning, Cultural Influences, Student Surveys
Yanxia, Yang – Educational Technology & Society, 2017
Test anxiety was a commonly known or assumed factor that could greatly influence performance of test takers. With the employment of designed questionnaires and computer-based spoken English test, this paper explored test anxiety manifestation of Chinese college students from both macro and micro aspects, and found out that the major anxiety in…
Descriptors: Test Anxiety, Questionnaires, English (Second Language), Second Language Instruction
Schroeder, Noah L. – Educational Technology & Society, 2017
According to cognitive load theorists, the incorporation of extraneous features, such as pedagogical agents, into the learning environment can introduce extraneous cognitive load and thus interfere with learning outcome scores. In this study, the influence of a pedagogical agent's presence in an instructional video was compared to a video that did…
Descriptors: Teaching Methods, Cognitive Processes, Difficulty Level, Teacher Influence
Kuo-Hung, Chao; Kuo-En, Chang; Chung-Hsien, Lan; Kinshuk; Yao-Ting, Sung – Educational Technology & Society, 2016
This study was aimed at exploring how to use augmented reality (AR) technology to enhance the effect of performance assessment (PA). A mobile AR performance assessment system (MARPAS) was developed by integrating AR technology to reduce the limitations in observation and assessment during PA. This system includes three modules: Authentication, AR…
Descriptors: Educational Technology, Technology Uses in Education, Performance Based Assessment, Simulated Environment
Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
Jung, Jung,; Kim, Dongsik; Na, Chungsoo – Educational Technology & Society, 2016
This study investigated the effectiveness of various types of worked-out examples used in pre-training to optimize the cognitive load and enhance learners' comprehension of the content in an animation-based learning environment. An animation-based learning environment was developed specifically for this study. The participants were divided into…
Descriptors: Cognitive Processes, Difficulty Level, Delivery Systems, Animation