NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
Assessments and Surveys
Torrance Tests of Creative…1
What Works Clearinghouse Rating
Showing all 10 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Renato Matos Lopes; Luiza Amara Maciel Braga; Aline Silvestre Rosa Serrão; Luciana do Amara Teixeira; Michele Waltz Comarú; Raphael Argento de Souza; Cristina Alves Magalha~es de Souza; Fabio Batista Mota – Journal of Chemical Education, 2024
The latest developments in virtual reality (VR) are gaining attention in education as they are expected to provide risk-free, hands-on learning experiences. However, the use of VR in laboratory settings is still in its early stages of adoption. Therefore, it remains unclear whether these technologies will be widely adopted to educate students in…
Descriptors: Computer Simulation, Teaching Methods, Science Instruction, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Ie May Freeman; HeeKap Lee; Richard Barsh – Journal of Educational Technology Systems, 2024
Mixed-reality simulation (MRS) is a new and advanced technology implemented in Educator Preparation Programs (EPP) across the United States. However, more research is needed on the effectiveness of MRS in EPPs and its impact on beginning teacher candidates. This study sought to determine the effect of teacher candidates after utilizing MRS and its…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Technological Literacy
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior
Peer reviewed Peer reviewed
Direct linkDirect link
Kylie S. Flynn; Linlin Li; Chun-Wei Huang; Ruchita Patel; Kim Luttgen; Shuangting Yang; Eunice Chow – Grantee Submission, 2024
We used a cluster-randomized controlled trial to examine the impacts of a technology- and game-based social-emotional program, the "Adventures Aboard the S.S. GRIN" ("Adventures"), on students' social skills development. Eighty-eight third-grade classrooms (N = 1645 third-grade students) across four California public school…
Descriptors: Social Emotional Learning, COVID-19, Pandemics, Technology Uses in Education
Wood, Melissa Marie – ProQuest LLC, 2018
Purpose: The purpose of this quantitative, experimental study was to determine if there was a significant difference in 2016 Smarter Balanced Assessment (SBA) English language arts (ELA) writing levels and ELA overall achievement levels between 7th- and 8th-grade students with and without access to Chromebooks for at least one 46-minute period of…
Descriptors: Access to Computers, Laptop Computers, Statistical Analysis, Language Arts
Fox, Christine; Jones, Rachel – State Educational Technology Directors Association, 2019
The advent of new technologies and increased access to robust connectivity is reshaping the K-12 landscape for teaching and learning. School districts nationwide are leveraging digital instructional materials and resources to deliver transformative and impactful personalized learning opportunities for students and to enhance the administrative…
Descriptors: Access to Computers, Internet, Academic Achievement, Technology Uses in Education
State Educational Technology Directors Association, 2019
The advent of new technologies and increased access to robust connectivity is reshaping the K-12 landscape for teaching and learning. School districts nationwide are leveraging digital instructional materials and resources to deliver transformative and impactful personalized learning opportunities for students and to enhance the administrative…
Descriptors: Access to Computers, Internet, Academic Achievement, Technology Uses in Education
Flores, Raymond – ProQuest LLC, 2015
The purpose of this qualitative study was to identify the impact of technology on teaching and learning practices in a high-technology use K-12 school. The school selected for this study is an all-male Catholic STEM high school located in Southern California. The school is building a reputation as one of the country's leading high schools for STEM…
Descriptors: Influence of Technology, Technological Advancement, Educational Practices, Elementary Secondary Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Calvert, Kelley – CATESOL Journal, 2014
As the web continues to morph, creating a more interlinked, connected, and hybridized human experience, educators are experiencing a generational shift in terms of comfort with technology. The number of technologies becoming available to students and teachers is dizzying. Within the array of possibility, this research considers three technological…
Descriptors: Case Studies, Writing Instruction, Technology Uses in Education, Influence of Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Vance, Lash Keith – Journal of Educational Computing Research, 2012
The critical literature abounds with examples of possible educational uses of Web 2.0 technology in which students become active participants in the production of knowledge through blogging, social networking, creation of podcasts, and other forms of constructivist education. At the same time, teachers, whom the data indicate are somewhat…
Descriptors: Teaching Methods, College Freshmen, College Instruction, Online Surveys