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José-Manuel Sáez-López; Rolando-Óscar Grimaldo-Santamaría; Mª-Pilar Quicios-García; Esteban Vázquez-Cano – Technology, Knowledge and Learning, 2024
Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical…
Descriptors: Gamification, Teaching Methods, Elementary School Teachers, Foreign Countries
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
Sandra La Torre; Juliette C. Désiron – Technology, Knowledge and Learning, 2024
Over the past decades, researchers have investigated the effects of multimedia design principles to enhance learning. These evidence-based principles are known to enable students to learn from multimedia resources and support cognitive processing. However, it is unclear if and which of these multimedia design principles are implemented in…
Descriptors: Video Technology, Teaching Methods, Instructional Materials, Multimedia Materials
Seufert, Sabine; Meier, Christoph; Soellner, Matthias; Rietsche, Roman – Technology, Knowledge and Learning, 2019
The increasing prevalence of learner-centred forms of learning as well as an increase in the number of learners actively participating on a wide range of digital platforms and devices give rise to an ever-increasing stream of learning data. Learning analytics (LA) can enable learners, teachers, and their institutions to better understand and…
Descriptors: Incidence, Student Centered Learning, Data Analysis, Prediction
Nouri, Jalal – Technology, Knowledge and Learning, 2019
Information and communication technologies have increasingly been integrated in our everyday lives, and as many would say changed how we acquire knowledge and how we learn. It is against such a background this paper will describe how higher education students engage with technology during self-studies and how they in particular utilize different…
Descriptors: Multiple Literacies, Higher Education, Information Technology, Semiotics
Ronsivalle, G. B.; Boldi, A.; Gusella, V.; Inama, C.; Carta, S. – Technology, Knowledge and Learning, 2019
Nowadays, children and teenagers use technology products in an increasingly passive way. As simple consumers they cannot benefit from the opportunities of designing technology, which has a learning value. Educational Robotics (ER) programs are particularly effective in delivering contents of difficult disciplines: they can re-establish a balance…
Descriptors: Guidelines, Instructional Design, Robotics, Information Technology
Nuere, S.; Díaz-Obregón, R. – Technology, Knowledge and Learning, 2019
The growth of technologies makes necessary redefining higher education. Students nowadays are more prepared to look up information all around the meanings, so we have to deal with new ways of teaching and collaboration. The creative capacity they show, and our background in art an art education are enabling new ways of learning and teaching. Some…
Descriptors: Higher Education, Industrial Arts, Teaching Methods, Creativity
Catlin, Dave; Blamires, Mike – Technology, Knowledge and Learning, 2019
In 1969, Seymour Papert invented the first educational robot called a Turtle. It was an addition to the computer language Logo, which he'd designed in 1965 specifically for educating children. Papert did not simply invent some technology, he offered a revolutionary way of educating children. He gave teachers practical tools to realise…
Descriptors: Robotics, Special Needs Students, Teaching Methods, Educational Benefits
Denham, André R. – Technology, Knowledge and Learning, 2016
Designing and developing games for learning is a difficult endeavor. Educational game designers must not only make an engaging and motivating game, but must also ensure that learning takes place as a result of gameplay. Educational researchers have sought to define design principles in order to lessen the difficulty involved with game design. In…
Descriptors: Educational Games, Play, Learning Activities, Educational Researchers
Dobozy, Eva – Technology, Knowledge and Learning, 2017
An ongoing challenge in higher education is the support of educators in their development of effective pedagogies. The field of educational research and practice referred to as Learning Design may be able to help educators with no or limited pedagogical training deliver highly interactive and contemporary teaching and learning offerings. The…
Descriptors: Instructional Design, Interdisciplinary Approach, Models, Higher Education
Tawfik, Andrew A.; Sánchez, Lenny; Saparova, Dinara – Technology, Knowledge and Learning, 2014
Various domains require practitioners to encounter and resolve ill-structured problems using collaborative problem-solving. As such, problem-solving is an essential skill that educators must emphasize to prepare learners for practice. One potential way to support problem-solving is through further investigation of instructional design methods that…
Descriptors: Problem Solving, Online Courses, Electronic Learning, Instructional Design