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Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
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Fu, Qian; Zheng, Yafeng; Zhang, Mengyao; Zheng, Lanqin; Zhou, Junyi; Xie, Bochao – Educational Technology Research and Development, 2023
Providing appropriate feedback is important when learning to program. However, it is still unclear how different feedback strategies affect learning outcomes in programming. This study designed four different two-step programming feedback strategies and explored their impact on novice programmers' academic achievement, learning motivations, and…
Descriptors: Feedback (Response), Academic Achievement, Novices, Programming
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Hwang, Gwo-Jen; Chen, Chih-Hung; Chen, Wen-Hui – Educational Technology Research and Development, 2022
Previous research has illustrated the potential of flipped learning for assisting teachers in designing meaningful activities to promote students' higher order thinking skills; however, several previous studies have challenged the effects of flipped learning on students' learning. One of the key problems is the lack of an effective learning…
Descriptors: Flipped Classroom, Concept Mapping, Prediction, Observation
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Bhagat, Kaushal Kumar; Yang, Fang-Ying; Cheng, Chia-Hui; Zhang, Yan; Liou, Wei-Kai – Educational Technology Research and Development, 2021
Although AR technology seems to be promising for helping students learn complicated and abstract concepts, whether the positive effects of this new technology can be applied to the learning of three-dimensional geometric concepts, and what factors might mediate its effectiveness are questions worth further investigation. This study used the…
Descriptors: Mathematics Instruction, Middle School Students, Computer Simulation, Educational Technology
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Tang, Kai-Yu; Hsiao, Chun-Hua; Tu, Yun-Fang; Hwang, Gwo-Jen; Wang, Youmei – Educational Technology Research and Development, 2021
The main purpose of this study was to examine the critical factors influencing university teachers' use of a mobile technology-enhanced teaching (MTT) platform during the new coronavirus (COVID-19) epidemic. An integrated model with multiple factors drawing from the theoretical models and learning theories was proposed in this study to examine…
Descriptors: Educational Technology, Technology Uses in Education, College Faculty, Telecommunications
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Han, Insook; Byun, Soo-yong; Shin, Won Sug – Educational Technology Research and Development, 2018
Using nationally representative data for lower secondary teachers from the 2013 Teaching and Learning International Survey, we examined differences in factors associated with technology-enabled learning between the United States and South Korea. The results confirmed the importance of teachers' self-efficacy and their participation in professional…
Descriptors: Comparative Education, Cross Cultural Studies, Self Efficacy, Educational Technology
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An, Yunjo – Educational Technology Research and Development, 2018
This study examined the effects of a graduate level, professional development (PD) course on teachers' perceptions, attitudes, self-efficacy, and behavioral intentions regarding the use of digital games in the classrooms, teacher involvement in educational game design, and constructionist gaming. Twenty-one teachers participated in the study. Both…
Descriptors: Faculty Development, Online Courses, Educational Games, Design
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Mohamadi Zenouzagh, Zohre – Educational Technology Research and Development, 2020
This study investigates the potential of individual, collaborative, and E-collaborative writing modalities on the development of syntactic complexity (SC), their sustained effect on SC development, and the potential meditating role of SC of L1 (First Language) in SC of L2 (Second Language). To this end, 90 Iranian intermediate EFL learners…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Pretests Posttests
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Karam, Rita; Straus, Susan G.; Byers, Albert; Kase, Courtney A.; Cefalu, Matthew – Educational Technology Research and Development, 2018
This study explores the diffusion of Web 2.0 technologies among science educators and the ways that these technologies are used to build teacher professional communities of practice (CoP) in life sciences and physical sciences. We used surveys and web analytics collected over a 21-month period to examine factors that motivate teachers to…
Descriptors: Web 2.0 Technologies, Educational Technology, Technology Uses in Education, Science Teachers
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van der Meij, Hans; van der Meij, Jan; Harmsen, Ruth – Educational Technology Research and Development, 2015
This study focuses on the design and testing of a motivational animated pedagogical agent (APA) in an inquiry learning environment on kinematics. The aim of including the APA was to enhance students' perceptions of task relevance and self-efficacy. Given the under-representation of girls in science classrooms, special attention was given to…
Descriptors: Student Motivation, Teaching Methods, Inquiry, Animation
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Saleh, Hanadi Kassem – Educational Technology Research and Development, 2008
Faculty use of technology is a critical issue in higher education; administrators and students are expecting faculty instruction to incorporate technology in classroom and distance education. Competition is demanding technologically proficient graduates for schools and colleges. Research indicates that computer self-efficacy (CSE) may be one…
Descriptors: Distance Education, Self Efficacy, Foreign Countries, Educational Technology
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Dunlap, Joanna C. – Educational Technology Research and Development, 2005
Problem-based learning (PBL) is apprenticeship for real-life problem solving, helping students acquire the knowledge and skills required in the workplace. Although the acquisition of knowledge and skills makes it possible for performance to occur, without self-efficacy the performance may not even be attempted. I examined how student…
Descriptors: Teaching Methods, Computer Software, Problem Based Learning, Computer Science Education