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Chi-Jung Sui; Miao-Hsuan Yen; Chun-Yen Chang – Education and Information Technologies, 2024
This study examined the effects of a technology-enhanced intervention on the self-regulation of 262 eighth-grade students, employing information and communication technology (ICT) and web-based self-assessment tools set against science learning. The data were analyzed using Bayesian structural equation modeling to unravel the intricate…
Descriptors: Technology Uses in Education, Independent Study, Middle School Students, Grade 8
Zochbauer, Johanna; Hohenwarter, Markus; Lavicza, Zsolt – International Journal for Technology in Mathematics Education, 2021
To further enhance its usability and better serve teachers' needs a new connected classroom technology, called GeoGebra Classroom was developed. in this paper, we outline the results of the potential uses of GeoGebra Classroom in mathematics teaching and learning. in our Design Research study, we utilized the combination of educational research…
Descriptors: Computer Software, Educational Technology, Technology Uses in Education, Mathematics Instruction
Soruç, Mustafa; Gündüz, Semseddin – Shanlax International Journal of Education, 2021
Electronic textbooks (e-textbooks) provide great convenience to teachers and students in both being activity-oriented and having more than one media in it. Especially during the COVID-19, e-textbooks have become much more important than any other time for the effective teaching of online courses. Therefore, many publishers rearranged e-textbook…
Descriptors: English (Second Language), Second Language Instruction, Electronic Publishing, Textbooks
Chen, Chih-Ming; Chen, I.-Chun – Interactive Learning Environments, 2021
In recent years, English instruction has emphasized the importance of listening comprehension; however, playing CDs in class is still the most widely used approach to practicing English listening skills in Taiwan. It is obvious that this training approach cannot satisfy individual needs, thus reducing the effect of promoting English listening…
Descriptors: Foreign Countries, Interactive Video, Second Language Learning, Second Language Instruction
Ibili, Emin; Billinghurst, Mark – International Journal of Assessment Tools in Education, 2019
In this study, the relationship between the usability of a mobile Augmented Reality (AR) tutorial system and cognitive load was examined. In this context, the relationship between perceived usefulness, the perceived ease of use, and the perceived natural interaction factors and intrinsic, extraneous, germane cognitive load were investigated. In…
Descriptors: Cognitive Processes, Difficulty Level, Correlation, Usability
Rike Neubert – ProQuest LLC, 2021
The current study examined the link between digital device use and learning among 3rd through 8th graders. Specifically, it examined whether parenting strategies aimed at enabling or restricting device use can mediate the link between children's time on device and learning outcomes. Moreover, this study examined whether certain vulnerability…
Descriptors: Technology, Handheld Devices, Elementary School Students, Middle School Students
Bixler, Sharon Grace – International Journal of Technology in Education and Science, 2019
Computer technology (CT) for student use is a popular avenue for school districts to pursue in their goal to attain higher academic achievement. The purpose of this study is to examine the use of iPads in a one-to-one setting, where every student has his own device 24/7, to determine the effects, if any, on academic achievement in the areas of…
Descriptors: Computer Uses in Education, Technology Integration, Handheld Devices, Middle School Mathematics
Shute, Valerie; Rahimi, Seyedahmad; Smith, Ginny – Grantee Submission, 2019
Well-designed digital games hold promise as effective learning environments. However, designing games that support both learning and engagement without disrupting flow is quite tricky. In addition to including various game design features (e.g., interactive problem solving, adaptive challenges, and player control of gameplay) to engage players,…
Descriptors: Physics, Science Instruction, Educational Games, Educational Technology
Bright, Sarah; Calvert, Eric – Gifted Child Today, 2023
Project OCCAMS (Online Curriculum Consortium for Accelerating Middle School) is a collaboration between the Center for Talent Development at Northwestern University, the Center for Gifted Education at The College of William & Mary, and Columbus Public Schools with a goal of providing accelerated learning in language arts aimed at increasing…
Descriptors: Gifted Education, Access to Education, Acceleration (Education), Usability
Turkan, Sultan; Lopez, Alexis; Lawless, Rene; Tolentino, Florencia – Educational Assessment, 2019
In this article we explore the use of pictorial glossaries as an accommodation for English learners (ELs) with entry and emerging levels of English language proficiency. Drawing on survey responses from 98 middle school ELs and cognitive interviews with 10 of the survey participants, we examined the participants' preferences and experiences with…
Descriptors: Glossaries, Pictorial Stimuli, English Language Learners, Language Proficiency
Ferguson, Janet M. – Education and Information Technologies, 2017
In this study, 676 middle school students in grades 6, 7 and 8 were asked to complete a survey online, during class time, which asked them their opinions on using iPads in school. Responses to the survey questions were generally positive however comments written at the end were very critical of the initiative. Significant differences were found…
Descriptors: Middle School Students, Access to Computers, Student Reaction, Online Courses
Kaniuka, Theodore S.; Vitale, Michael R.; Romance, Nancy R. – Issues in Educational Research, 2013
Successful school reform is dependent on the quality of decisions made by educational leaders. In such decision making, educational leaders are charged with using sound research findings as the basis for choosing school reform initiatives. As part of the debate regarding the usability of various evaluative research designs in providing information…
Descriptors: Program Effectiveness, Intervention, Reading Programs, Statistical Analysis
Kurz, Alexander; Elliott, Stephen N.; Kettler, Ryan J.; Yel, Nedim – Educational Assessment, 2014
This study provides initial evidence supporting intended score interpretations for the purpose of assessing opportunity to learn (OTL) via an online teacher log. MyiLOGS yields 5 scores related to instructional time, content, and quality. Based on data from 46 middle school classes, the evidence indicated that (a) MyiLOGS has high usability, (b)…
Descriptors: Diaries, Middle School Teachers, Middle School Students, Educational Opportunities
Kerr, Deirdre S.; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Commercial video games undergo usability studies to determine the degree to which the player is able to learn, control, and understand the game. Usability studies allow game designers to improve their games before they are released to the public. If usability studies could be expanded to include information about the presentation of the…
Descriptors: Multivariate Analysis, Usability, Instructional Materials, Video Games
Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
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