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Veldkamp, Alice; Daemen, Joke; Teekens, Stijn; Koelewijn, Stefan; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2020
In this paper, we present an escape box as a means to introduce the escape room concept into classrooms. Recreational escape rooms have inspired teachers all over the world to adapt the popular entertainment activity for education. Escape rooms are problem-based and time-constrained, requiring active and collaborative participants, a setting that…
Descriptors: Teaching Methods, Recreational Activities, Problem Based Learning, Time Management
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Saleh, Asmalina; Phillips, Tanner M.; Hmelo-Silver, Cindy E.; Glazewski, Krista D.; Mott, Bradford W.; Lester, James C. – British Journal of Educational Technology, 2022
This exploratory paper highlights how problem-based learning (PBL) provided the pedagogical framework used to design and interpret learning analytics from "Crystal Island: EcoJourneys," a collaborative game-based learning environment centred on supporting science inquiry. In "Crystal Island: EcoJourneys," students work in teams…
Descriptors: Cooperative Learning, Learning Analytics, Pretests Posttests, Problem Based Learning
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Amina Charania; Uchita Bakshani; Sumegh Paltiwale; Ishmeet Kaur; Nikhat Nasrin – British Journal of Educational Technology, 2021
This paper reports a study on teaching and learning strategies during the COVID-19 lockdown period (CLP) that were used by the secondary government school teachers and students in Eastern India. These teaching and learning strategies were analysed in relation to their engagement with an initiative called Integrated approach to Technology in…
Descriptors: Constructivism (Learning), Technology Uses in Education, COVID-19, Pandemics
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Chen, Pei-Ying; Hwang, Gwo-Jen – British Journal of Educational Technology, 2019
Flipped classrooms have been recognized as a potential approach that enables students to have flexible time to learn before the class as well as more opportunities to apply knowledge and to interact with peers and the teacher in the class. On the other hand, researchers have pointed out the challenge of engaging students in self-regulated learning…
Descriptors: Blended Learning, Academic Achievement, Metacognition, Foreign Countries
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Rees Lewis, Daniel G.; Easterday, Matthew W.; Harburg, Emily; Gerber, Elizabeth M.; Riesbeck, Christopher K. – British Journal of Educational Technology, 2018
To provide the substantial support required for project-based learning (PBL), educators can incorporate professional experts as "design coaches." However, previous work shows barriers incorporating design coaches who can rarely meet face-to-face: (1) communication online is time-consuming, (2) updating coaches online is not perceived as…
Descriptors: Barriers, Student Projects, Teaching Methods, Computer Mediated Communication
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Wang, Hong-You; Liu, Gi-Zen; Hwang, Gwo-Jen – British Journal of Educational Technology, 2017
Context-dependent learning systems are now becoming more common in museums, as most students are equipped with mobile devices. As there has been little research into context-aware mobile applications in museums, the present study aims to investigate ubiquitous language learning in socio-cultural contexts, as well as recent trends in using…
Descriptors: Museums, Social Environment, Teaching Methods, Geographic Information Systems
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Bassendowski, Sandra Leigh; Petrucka, Pammla – British Journal of Educational Technology, 2013
The image of students passively absorbing information from an educator who is lecturing from behind a podium does not reflect the current scope and dimension of higher education. There are now tools of technology that can be used to create learning experiences to actively and meaningfully "pull" students into course content. The author…
Descriptors: Higher Education, Technology Uses in Education, Student Participation, Learner Engagement
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Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation