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Chiou, Guo-Li; Hsu, Chung-Yuan; Tsai, Meng-Jung – Interactive Learning Environments, 2022
The purpose of this study was to explore how students interacted with guidance to conduct a scientific inquiry in a physics simulation by using the eye-tracking techniques. The participants were 51 7th graders, and an eye-tracking system was used to record their visual behaviors and log data while they were using the simulation. As for data…
Descriptors: Physics, Science Instruction, Inquiry, Eye Movements
Lara Nieto-Márquez, Natalia; Baldominos, Alejandro; Pérez-Nieto, Miguel Ángel – Education Sciences, 2020
Metacognition is a construct that is noteworthy for its relationship with the prediction and enhancement of student performance. It is of interest in education, as well as in the field of cognitive psychology, because it contributes to competencies, such as learning to learn and the understanding of information. This study conducted research at a…
Descriptors: Metacognition, Elementary School Students, Measures (Individuals), Prediction
Rosenblum, L. Penny; Zebehazy, Kim T.; Gage, Nicholas; Beal, Carole R. – Grantee Submission, 2021
Introduction: Participants' perspectives are valuable in evaluating the effectiveness of an intervention. Methods: Interviews were conducted with teachers of students with visual impairments and students who completed an intervention designed to build graphics literacy skills. Results: Six themes were identified with corresponding subthemes. The…
Descriptors: Intervention, Visual Impairments, Teacher Attitudes, Teaching Methods
López, Miriam Romero; Fernández, Montserrat López; Martínez, María Carmen Pichardo – Electronic Journal of Research in Educational Psychology, 2019
Introduction: The huge impact of technology in the last few decades, and the ample development of information and communication technologies (ICT) has established them as an essential characteristic of today's society. This vertiginous advance, and the quantity and diversity of changes in knowledge that are being generated, are inducing important…
Descriptors: Neurology, Physiology, Educational Technology, Technology Uses in Education
Mascia, Maria Lidia; Perrone, Simona; Bardi, Dianora; Agus, Mirian; Penna, Maria Pietronilla; Lucangeli, Daniela – International Association for Development of the Information Society, 2018
A consistent part of the literature shows the significant role of digital experience in digital natives' cognitive processes. The main goal of the current study was to investigate the impact of digital learning on the improvement of mathematical skills and on some change in cognitive processes in 166 primary school children from schools located in…
Descriptors: Technological Literacy, Experience, Cognitive Processes, Educational Technology
Leong, Siow Hoo; Tang, Howe Eng – Online Submission, 2017
The most important ingredient of the pedagogy for teaching non-majors is getting their engagement. This paper proposes to use gamification to engage non-majors. An innovative game termed as Cover the Hungarian's Zeros is designed to tackle the common weakness of non-majors mathematics in solving the assignment problem using the Hungarian Method.…
Descriptors: Educational Technology, Nonmajors, Mathematics Instruction, Learner Engagement
Thomas, Michael S. C.; Knowland, Victoria C. P.; Rogers, Cathy – World Bank, 2020
This report considers the science of adult literacy acquisition, with the goal of identifying principles that may improve the effectiveness of adult literacy programs. We define literacy as a continuum, from emerging literacy, through improving literacy, to fluent literacy and we outline the factors that influence how far along that continuum an…
Descriptors: Adult Literacy, Literacy Education, Program Effectiveness, Skill Development
Wang, Hsiao-shen; Chen, Yi-Ting; Lin, Chih-Hung – British Journal of Educational Technology, 2014
In this study, we examined the spatial abilities of students using eye-movement tracking devices to identify and analyze their characteristics. For this research, 12 students aged 11-12 years participated as novices and 4 mathematics students participated as experts. A comparison of the visual-spatial abilities of each group showed key factors of…
Descriptors: Eye Movements, Spatial Ability, Elementary School Students, Mathematics
Sinclair, Nathalie; Bartolini Bussi, Maria G.; de Villiers, Michael; Jones, Keith; Kortenkamp, Ulrich; Leung, Allen; Owens, Kay – ZDM: The International Journal on Mathematics Education, 2016
This survey on the theme of Geometry Education (including new technologies) focuses chiefly on the time span since 2008. Based on our review of the research literature published during this time span (in refereed journal articles, conference proceedings and edited books), we have jointly identified seven major threads of contributions that span…
Descriptors: Geometry, Mathematics Education, Literature Reviews, Educational Theories
Storkel, Holly L.; Bontempo, Daniel E.; Pak, Natalie S. – Journal of Speech, Language, and Hearing Research, 2014
Purpose: In this study, the authors investigated adult word learning to determine how neighborhood density and practice across phonologically related training sets influence online learning from input during training versus offline memory evolution during no-training gaps. Method: Sixty-one adults were randomly assigned to learn low- or…
Descriptors: Adults, Memory, Comparative Analysis, Teaching Methods
Antonio, Giardi – Online Submission, 2016
The aim of this paper is to focus reader's attention on "mobile" use of iTunesU and USiena model, as future compensatory tools. Starting from multimedia learning theories, a mobile course model has been designed (USiena model) and the experimental method has been used to carry out a "pilot study" with 32 dyslexic students. The…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Ip, Horace H. S.; Lai, Candy Hoi-Yan; Wong, Simpson W. L.; Tsui, Jenny K. Y.; Li, Richard Chen; Lau, Kate Shuk-Ying; Chan, Dorothy F. Y. – Cogent Education, 2017
Previous research has illustrated the unique benefits of three-dimensional (3-D) Virtual Reality (VR) technology in Autism Spectrum Disorder (ASD) children. This study examined the use of 3-D VR technology as an assessment tool in ASD children, and further compared its use to two-dimensional (2-D) tasks. Additionally, we aimed to examine…
Descriptors: Autism, Pervasive Developmental Disorders, Simulated Environment, Educational Technology
Eichenbaum, Adam; Bavelier, Daphne; Green, C. Shawn – American Journal of Play, 2014
The authors review recent research that reveals how today's video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been…
Descriptors: Video Games, Educational Technology, Cognitive Development, Older Adults
Lee, Cynthia; Yeung, Alexander Seeshing; Ip, Tiffany – Computer Assisted Language Learning, 2016
Computer technology provides spaces and locales for language learning. However, learning style preference and demographic variables may affect the effectiveness of technology use for a desired goal. Adapting Reid's pioneering Perceptual Learning Style Preference Questionnaire (PLSPQ), this study investigated the relations of university students'…
Descriptors: Technology Uses in Education, Computer Uses in Education, Cognitive Style, Higher Education
Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
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