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Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
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Cardullo, Victoria; Zygouris-Coe, Vassiliki I.; Wilson, Nance S. – Journal of Research in Reading, 2017
The intent of this research was to investigate the experiences of eighth grade readers as they read nonfiction text on an iPad for academic purposes. We investigated reading strategies that students use to support their reading as well as what role iPad features played in the reading process. New literacies, metacognition and transactional…
Descriptors: Grade 8, Nonfiction, Handheld Devices, Telecommunications
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Çakiroglu, Ünal; Kokoç, Mehmet; Kol, Elvan; Turan, Ebru – Educational Technology & Society, 2016
The purpose of this qualitative study was to understand activities and behaviors of learners and instructor in an online programming course. Adobe Connect web conferencing system was used as a delivery platform. A total of fifty-six sophomore students attending a computer education and instructional technology program (online) participated in this…
Descriptors: Programming, Online Courses, Qualitative Research, Teleconferencing
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Meri, Serpil – Research-publishing.net, 2015
The present research explores the interaction between learners and tools in e-learning environments. In order to explore that issue, this study analyzed and interpreted the findings obtained through observation and interview with 10 international students who wished to improve their learning of English by using the English for Academic Purposes…
Descriptors: Interaction, Electronic Learning, Educational Technology, Observation
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Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
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Leijten, Marielle; Van Waes, Luuk – Written Communication, 2013
Keystroke logging has become instrumental in identifying writing strategies and understanding cognitive processes. Recent technological advances have refined logging efficiency and analytical outputs. While keystroke logging allows for ecological data collection, it is often difficult to connect the fine grain of logging data to the underlying…
Descriptors: Writing Processes, Cognitive Processes, Writing Strategies, Data Collection
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Callahan, Cory – Journal of Educational Multimedia and Hypermedia, 2014
This article synthesizes findings from an on-going line of inquiry investigating the potential of educatively scaffolded digital resources to help teachers understand and implement a complex model of history instruction, problem-based historical inquiry. The digital resources developed for this inquiry provided teachers with wise-practice…
Descriptors: Scaffolding (Teaching Technique), Educational Technology, History Instruction, Problem Based Learning
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Lindstrom, P.; Gulz, A.; Haake, M.; Sjoden, B. – Journal of Computer Assisted Learning, 2011
The article reports and discusses a long-term qualitative study of forty 8-10-year-old students who regularly played a math game during math lessons for 9 weeks. The goal was to explore the relations between (i) some of the "pedagogical principles" that underlie the game and (ii) the "playing practice" in terms of what actually takes place when…
Descriptors: Video Technology, Play, Educational Technology, Mathematics Instruction
Armstrong, David – ProQuest LLC, 2010
The purpose of this study was to describe undergraduate students' experiences and perceptions of online courses based on interviews, observations, and online focus groups. I describe (a) motivational and learner characteristics within online classes, (b) the positive and negative aspects of online courses as experienced by students, (c) what…
Descriptors: Electronic Learning, Undergraduate Students, Student Attitudes, Distance Education
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Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
Cotos, Elena – ProQuest LLC, 2010
This dissertation presents an innovative approach to the development and empirical evaluation of Automated Writing Evaluation (AWE) technology used for teaching and learning. It introduces IADE (Intelligent Academic Discourse Evaluator), a new web-based AWE program that analyzes research article Introduction sections and generates immediate,…
Descriptors: Feedback (Response), Academic Discourse, Writing (Composition), Writing Evaluation
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San Diego, Jonathan P.; McAndrew, Patrick – Journal of Interactive Media in Education, 2009
Two small studies, one an "eye-tracking" study and the other a "remote observation" study, have been conducted to investigate ways to identify two kinds of online learner interactions: users flicking through the web pages in "browsing" action, and users engaging with the content of a page in "learning"…
Descriptors: Observation, Flow Charts, Eye Movements, Use Studies
Kelley, Todd R.; Hill, Roger B. – National Center for Engineering and Technology Education, 2007
The purpose of this study was to better understand cognitive strategies used by high school technology education students who have participated in technology education instruction with an engineering design focus. Specifically, this study evaluated the cognitive strategies of students participating in "Project Lead the Way" curriculum…
Descriptors: Comparative Analysis, Cognitive Processes, Educational Technology, Engineering