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Aisha Naz Ansari; Sohail Ahmad; Sadia Muzaffar Bhutta – Education and Information Technologies, 2024
The recent development of AI Chatbot -- specifically ChatGPT -- has gained dramatic attention from users as evident by ongoing discussion among the education fraternity. We argue that prior to making any conclusion, it is important to understand how ChatGPT is being used in higher education across the globe. This paper makes a significant…
Descriptors: Artificial Intelligence, Higher Education, Educational Technology, Technology Uses in Education
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Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
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Paul, Peter V. – American Annals of the Deaf, 2018
The through-the-air mode is the "real engine" for thought and communication, and that on which secondary representations such as print or Braille are based. This should not be construed as an either-or; it is important to develop high levels of thought in both through-the- air and the corresponding secondary (or captured) modes. It is…
Descriptors: Deafness, Hearing Impairments, Literacy, Printed Materials
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Schouten, Dylan G. M.; Venneker, Fleur; Bosse, Tibor; Neerincx, Mark A.; Cremers, Anita H. M. – IEEE Transactions on Learning Technologies, 2018
In this study, we investigate if a digital coach for low-literate learners that provides cognitive learning support based on scaffolding can be improved by adding affective learning support based on motivational interviewing, and social learning support based on small talk. Several knowledge gaps are identified: motivational interviewing and small…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Program Design
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McGlynn-Stewart, Monica; Murphy, Shelley; Pinto, Ivorie; Mogyorodi, Emma; Nguyen, Thien – Education 3-13, 2019
There is conflicting research on the value of using digital technology with young children. This study investigated how an app, used in conjunction with dual language picture books, can support the social, emotional, and literacy learning of bi/multilingual children. Twenty-one children used the app "Talking Stickers" at home and school…
Descriptors: Multilingualism, Emergent Literacy, Preschools, Young Children
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Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G. – Educational Technology Research and Development, 2014
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Student Attitudes
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Fantozzi, Victoria B. – Young Children, 2012
VoiceThread is a website that allows users to create multimedia slideshows, or "threads," and then open these threads to other users for commentary or collaboration. This article shares the experiences of one multiage (3- to 5-year-olds) preschool classroom's use of VoiceThread. The purpose of the article is to introduce early childhood educators…
Descriptors: Early Childhood Education, Social Development, Young Children, Web Sites
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Brady, Bernadine; O'Regan, Connie – Journal of Mixed Methods Research, 2009
The youth mentoring program Big Brothers Big Sisters is one of the first social interventions involving youth in Ireland to be evaluated using a randomized controlled trial methodology. This article sets out the design process undertaken, describing how the research team came to adopt a concurrent embedded mixed methods design as a means of…
Descriptors: Mentors, Intervention, Foreign Countries, Educational Technology
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Diamond, Karen E.; Justice, Laura M.; Siegler, Robert S.; Snyder, Patricia A. – National Center for Special Education Research, 2013
A primary purpose of early childhood education and interventions is to promote children's acquisition of knowledge and skills linked to later social competence and academic success. In this report, special attention is given to summarizing what has been learned about early childhood classrooms as contexts for development and learning, the kinds of…
Descriptors: Early Childhood Education, Early Intervention, Meta Analysis, Cognitive Development
Healy, Jane M. – School Administrator, 1999
Discusses trade-offs and ramifications of technology use in schools. Cutbacks in proven staples of mental development (arts, music, drama, and physical education) are used to finance technology programs. Youngsters often use educational software for mindless fun. Few advocates consider how extended computer usage affects children's developing…
Descriptors: Cognitive Development, Computer Uses in Education, Cost Effectiveness, Developmental Psychology
Cordes, Colleen, Ed.; Miller, Edward, Ed. – 2000
Noting that computers are reshaping children's lives in profound and unexpected ways, this report examines potential harms and promised benefits of these changes, focusing on early childhood and elementary education. Chapter 1 argues that popular attempts to hurry children intellectually are at odds with the natural pace of human development.…
Descriptors: At Risk Persons, Brain, Child Health, Childhood Needs
Siraj-Blatchford, John; Whitebread, David – 2003
The rapid growth of information and communication technologies (ICT) has prompted concerns among parents, educators, and policymakers over the suitability of many educational applications and electronic toys for young children. This book provides information on how children from birth to age 6 develop an early awareness--and subsequently develop…
Descriptors: Child Development, Childhood Needs, Cognitive Development, Computer Games