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Showing 1 to 15 of 112 results Save | Export
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Andri Ioannou; Ourania Miliou; Yiannis Georgiou; Stella Timotheou; Louise Barkhuus; Jennifer Rode – Educational Technology Research and Development, 2025
E-textiles provide an interesting field of research as they "blend traditional craft with modern science" (Peppler, 2016) and help learners "broaden their own perceptions of computing" (Searle et al., 2016). Despite the promising findings by primarily long-term interventions structured around e-textiles, educational curriculum…
Descriptors: STEM Education, Foreign Countries, Textiles Instruction, Technology Uses in Education
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Marissa L. Del Vecchio; Kimberly Crosland; Asha Fuller – Journal of Positive Behavior Interventions, 2025
The use of technology-based self monitoring (SM) interventions is becoming more popular, increasing the likelihood that SM interventions will have greater contextual fit within classrooms. SM has resulted in increases in desired school behaviors, such as increases in on task behavior, academic performance, and task completion for students…
Descriptors: Self Management, Technology Uses in Education, Elementary School Students, Emotional Disturbances
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Gretchen Scheibel; Tyler A. Hicks; Kathleen N. Zimmerman; Jesse R. Pace – Remedial and Special Education, 2024
Intensive interventions are time- and resource-demanding interventions designed to be implemented with a single student with unique learning needs. Economic evaluation provides a methodology for evaluating the time and material resource costs of implementing these interventions to provide detailed feasibility information for educators considering…
Descriptors: Intervention, Cost Effectiveness, Teacher Attitudes, Time on Task
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Jineel Raythatha; Ahmer Hameed; Taina Lee; Lawrence Yuen; Christopher B. Nahm; Tony Pang; Henry Pleass – Discover Education, 2024
Background: The COVID-19 pandemic has brought significant changes to medical education, particularly for procedural and surgical skills, which inherently require face-to-face education. The utility of adding an instructional video remains uncertain. To guide future curricula, our aim was to assess whether the addition of an optional instructional…
Descriptors: Video Technology, Audiovisual Aids, Technology Uses in Education, Medical Education
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Ogundari, Kolawole – Educational Research for Policy and Practice, 2023
Studies have shown that the digital divide affects students' educational achievement across racial and ethnic groups. In light of this, the study investigates the effect of technology access at home on student learning hours during the COVID-19 pandemic and across racial and ethnic groups in the U.S. The Household Pulse Surveys (HPS), conducted by…
Descriptors: Access to Computers, COVID-19, Pandemics, Time on Task
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
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Tingting Wang; Alejandra Ruiz-Segura; Shan Li; Susanne P. Lajoie – Journal of Computer Assisted Learning, 2024
Background: Scholars have confirmed the vital roles of self-regulated learning (SRL) behaviours in predicting task performance, especially within non-linear technology-rich learning environments (TREs). However, few studies focused on the learning costs (e.g., study effort and time-on-task) related to SRL and the efficiency outcome of SRL (i.e.,…
Descriptors: Problem Solving, Educational Environment, Efficiency, Student Behavior
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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
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Patrick J. Mallory; Patricia K. Hampshire – Journal of Special Education Technology, 2025
Many students diagnosed with autism spectrum disorder (ASD) encounter difficulties related to self-management, which subsequently hinder their capacity to actively engage in online learning. As the enrollment of students with ASD in online education continues to rise, the exploration of self-management techniques adaptable to this educational…
Descriptors: Students with Disabilities, Autism Spectrum Disorders, Self Management, Online Courses
Giovanni Gonzalez Araujo – ProQuest LLC, 2024
This dissertation presents the results and outcomes of an effort to design educational tools and curriculum to improve student learning in introductory programming courses. The work was conducted at the University of California, Merced (UC Merced), situated in the Central Valley of California, and home to a diverse student population. The findings…
Descriptors: Undergraduate Study, Computer Science, Introductory Courses, Case Studies
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Seraliyev, Asset; Kulyash, Kaimuldinova; Duman, Aliaskarov; Atasoy, Emin; Yerlan, Nurkeyev; Baktybekov, Mukhtar – Cypriot Journal of Educational Sciences, 2022
The aim of this study is to determine the technology of teaching regional economic relationships based on the updated educational content to university students and to determine it. The research was conducted in the fall semester of 2021-2022; the study with the participation of 274 university students was conducted in a screening model. In the…
Descriptors: College Students, Technology Uses in Education, Economics Education, Student Attitudes
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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
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Xu, Xin; Sears, Sandra; Simonsen, Brandi – Beyond Behavior, 2023
Paying attention during academic instruction plays a significant role in learning. Students with off-task behaviors are less likely to obtain desired learning outcomes. Technology-based self-monitoring is one of the strategies designed to address this issue. This article introduces technology-based self-monitoring (TBSM) for elementary educators…
Descriptors: Attention, Time on Task, Student Behavior, Educational Technology
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Mayra Stefany Torres-Munares; Ada Cristina Hurtado-Flores; Ernesto Adolfo Carrera-Salas – Cogent Education, 2024
College students often face difficulties managing their time due to a lack of basic organizational skills. The research proposes the implementation of a mobile application to improve time management based on gamification as a solution to promote compliance with academic activities. For the correct development of these academic activities, the SOAR…
Descriptors: Foreign Countries, Undergraduate Students, Gamification, Technology Uses in Education
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Ocal, Turkan; Durgunoglu, Aydin; Twite, Lauren – Journal of College Reading and Learning, 2022
This study investigated whether reading comprehension would differ when the texts are studied and tested on screen or on paper. Participants were 69 college students who were attending a college in midwestern United States. Participants read two expository texts each, under comparable paper and screen conditions and answered comprehension…
Descriptors: Reading Comprehension, College Students, Electronic Publishing, Printed Materials
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