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Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Ahmed Tlili; Michael Agyemang Adarkwah; Soheil Salha; Juan Garzón; Kinshuk; Daniel Burgos – Interactive Learning Environments, 2024
While several studies have investigated the effects of educational games in education, less attention has been paid specifically to the effects of educational mobile games in education. To address this gap, this study conducted a meta-analysis and research synthesis of 38 studies (N = 3302 participants) to investigate the effects of educational…
Descriptors: Educational Games, Puzzles, Handheld Devices, Technology Uses in Education
Shan Li; Xiaoshan Huang; Gaoxia Zhu; Hanxiang Du; Tianlong Zhong; Chenyu Hou; Juan Zheng – Journal of Computer Assisted Learning, 2024
Background: Social annotation has emerged as a promising educational technology that fosters collaborative reading and discussion of digital resources among learners. While the positive impact of social annotation on students' learning process and performance is widely acknowledged, students' behavioural patterns in social annotation are…
Descriptors: Undergraduate Students, Cooperative Learning, Reading Strategies, Group Activities
Maribeth Jasildo – ProQuest LLC, 2023
The COVID-19 pandemic has created unprecedented events that impacted all walks of life, including education. A significant shift in all levels of education, including K-12, happened quickly and abruptly. All classes transitioned from traditional, face-to-face to virtual teaching using a Learning Management System (LMS) such as Google Classroom™ to…
Descriptors: Elementary School Teachers, Teacher Attitudes, COVID-19, Pandemics
Wisittanawat, Panchompoo; Gresalfi, Melissa S. – Journal of the Learning Sciences, 2021
Background: Educational video games are increasingly used in classrooms because they can offer meaningful contexts for problem solving. However, educational video games bring together two historically disparate activities: school mathematics and video games. How these two activities complement, compromise, or contradict each other influences how…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Mathematics Instruction
Wood, Eileen; Mirza, Amna; Shaw, Lindsay – Journal of Computing in Higher Education, 2018
Media multitasking is a common artifact of the increasing presence of technologies in classrooms. However, research indicates learning decrements when students engage in inappropriate or "off-task" media multitasking during class time. This is a concern as many innovative teaching practices call for the use of technologies. The present…
Descriptors: Educational Technology, Technology Uses in Education, Time on Task, Student Behavior
Saxon, D. Patrick; Martirosyan, Nara – Journal of College Academic Support Programs, 2020
The redesign of the instructional delivery of developmental mathematics courses is currently commonplace. This study reports the results of a survey of faculty who teach various models of accelerated developmental mathematics (ADM) courses in 2- and 4-year colleges across the United States. Findings reported and described include the positive…
Descriptors: Developmental Studies Programs, Mathematics Instruction, College Faculty, College Students
Peterlin, Laveda J. – ProQuest LLC, 2017
Engaging higher education students in a unique classroom learning experience has become the objective of many syllabi. Millennials were raised using television for learning and now use multiple screens to engage in television programming. This research looks at using screen narratives (television programming) as the focus of a higher education…
Descriptors: Curriculum Development, Course Descriptions, Television Viewing, Ethnography
McCoy, Dacia M.; Morrison, Julie Q.; Barnett, Dave W.; Kalra, Hilary D.; Donovan, Lauren K. – Psychology in the Schools, 2017
As technology becomes more accessible and acceptable in the preschool setting, teachers need effective strategies of incorporating it to address challenging behaviors. A nonconcurrent delayed multiple baseline design in combination with an alternating treatment design was utilized to investigate the effects of using iPad tablets to display video…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Kaufman, Julia H.; Diliberti, Melissa Kay – RAND Corporation, 2021
The 2020-2021 school year has been like no other. Because of the COVID-19 pandemic, most kindergarten through grade 12 (K-12) schools across the United States have reduced in-person learning for students to a few days per week or have been physically closed for most of the school year. In this Data Note, researchers use surveys of teachers and…
Descriptors: COVID-19, Pandemics, Elementary Secondary Education, Distance Education
Beserra, Vagner; Nussbaum, Miguel; Oteo, Macarena – Journal of Educational Computing Research, 2019
When performing a task in the classroom, it is essential to place the focus on learning. In the classroom, it is possible to distinguish between time spent by students on-task and off-task. The former is the time in which the student is focused on the learning task; the latter is the remaining time in which they focus on other activities.…
Descriptors: Foreign Countries, Elementary School Students, Primary Education, Grade 2
Zhang, Wei; Zhu, Chang – International Journal of Mobile and Blended Learning, 2020
Blended learning has been studied for many years. However, it is necessary to assess whether blended learning is a good practice as opposed to face-to-face and online learning. Based on the Seven Principles for Good Practice in Undergraduate Education, a questionnaire was designed to compare blended learning in seven dimensions to traditional and…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, English (Second Language)
Chen, Cheng-Huan; Chiu, Chiung-Hui; Lin, Chia-Ping; Chou, Ying-Chun – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: The present study investigated and compared students' attention in terms of time-on-task and number of distractors between using a touchscreen and a pen tablet in mathematical problem solving activities with virtual manipulatives. Background: Although there is an increasing use of these input devices in educational practice, little…
Descriptors: Handheld Devices, Technology Uses in Education, Educational Technology, Telecommunications
Ritson, Darren J. – ProQuest LLC, 2019
A traditional mode of Earth Science instruction in public day high schools for students with severe emotional behavioral disorders (EBD) is teacher-delivered lectures supported with paper-based laboratory exercises. These laboratory experiences are often presented through worksheet problems that students are asked to solve and return to the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, High School Students
Thomas, Antonio Lamar – Turkish Online Journal of Educational Technology - TOJET, 2017
The relatively little amount of time that some college students spend reading their textbooks outside of the classroom presents a significant threat to their academic success. Using Prenksy's (2001) digital game-based learning (DGBL) principles and Astin's student involvement theory as frameworks, the purpose of this true experiment was to…
Descriptors: Textbooks, Electronic Publishing, Textbook Content, Two Year College Students
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