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Showing 1 to 15 of 26 results Save | Export
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Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness
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Nina Mulaimovic; Eric Richter; Rebecca Lazarides; Dirk Richter – British Journal of Educational Technology, 2025
In order for teachers to successfully gain new knowledge during professional development (PD), courses must be of high quality and stimulate active involvement from participants. More and more PD courses are taking place online, without clear evidence of whether face-to-face and online courses differ in terms of their quality or level of…
Descriptors: Faculty Development, In Person Learning, Online Courses, Program Effectiveness
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Harry Barton Essel; Dimitrios Vlachopoulos; Henry Nunoo-Mensah; John Opuni Amankwa – British Journal of Educational Technology, 2025
Conversational user interfaces (CUI), including voice interfaces, which allow users to converse with computers via voice, are gaining wide popularity. VoiceBots allow users to receive a response in real-time, regardless of the communication device. VoiceBots have been explored in fields such as customer service to automate repetitive queries and…
Descriptors: Foreign Countries, Artificial Intelligence, Program Effectiveness, Undergraduate Students
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Jinglei Yu; Shengquan Yu; Ling Chen – British Journal of Educational Technology, 2025
Video-based teacher online learning enables teachers to engage in reflective practice by watching others' classroom videos, providing peer feedback (PF) and reviewing others' work. However, the quality and reliability of PF often suffer due to variations in teaching proficiency among providers, which limits its usefulness for reviewers. To improve…
Descriptors: Artificial Intelligence, Peer Evaluation, Feedback (Response), Reflection
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Jiaqi Yu; André R. Denham – British Journal of Educational Technology, 2024
Mental rotation is the ability to mentally rotate two-dimensional and three-dimensional objects in one's mind. Previous studies have examined the relationship between mental rotation abilities and embodied cognition. However, conflicting findings underscore the necessity for further investigation. This study aims to investigate how different…
Descriptors: Spatial Ability, Visualization, Training, Computer Simulation
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Chih-Hung Chen; Jia-Yu Syu – British Journal of Educational Technology, 2024
Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students'…
Descriptors: Computer Simulation, Educational Technology, Student Attitudes, Game Based Learning
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Alper Çalikoglu; Betül Bulut-Sahin; Asuman Asik – British Journal of Educational Technology, 2025
This study examines virtual exchange (VE) as a mode of internationalization at a distance through the Turkish higher education context. Recognizing the constraints of geographical mobility, VE emerges as a viable alternative to enhance international and intercultural learning through technology. Employing a qualitative phenomenological design, we…
Descriptors: Foreign Countries, Computer Mediated Communication, College Students, College Faculty
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Clayton Cohn; Caitlin Snyder; Joyce Horn Fonteles; Ashwin T. S.; Justin Montenegro; Gautam Biswas – British Journal of Educational Technology, 2025
Recent advances in generative artificial intelligence (AI) and multimodal learning analytics (MMLA) have allowed for new and creative ways of leveraging AI to support K12 students' collaborative learning in STEM+C domains. To date, there is little evidence of AI methods supporting students' collaboration in complex, open-ended environments. AI…
Descriptors: Cooperation, Researchers, Artificial Intelligence, STEM Education
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Weipeng Yang; Chan Wang; Alfredo Bautista – British Journal of Educational Technology, 2024
A lack of evidence bridging the chasm between professional learning practices and commonly used, publicly available resources such as YouTube videos, remains a long-term challenge in both research and practice. The study introduced a YouTube video club for female early childhood teachers in Hong Kong (N = 29) to view, analyse and discuss STEM…
Descriptors: Social Media, Video Technology, Clubs, Females
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Wang, Yen-Yin; Weng, Tz-Han; Tsai, I-Fan; Kao, Jing-Yueh; Chang, Yu-Shan – British Journal of Educational Technology, 2023
The purpose of this study was to explore the effects of virtual reality (VR) application on creative performance and immersion, evaluated through electroencephalography brain wave data to achieve accurate and robust results. In this study, 72 middle school teachers were recruited as participants, and a non-randomized control-group…
Descriptors: Computer Simulation, Brain, Middle School Teachers, Attention
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Mingyu Feng; Natalie Brezack; Chunwei Huang; Kelly Collins – British Journal of Educational Technology, 2025
In this study, we examined the long-term effects of ASSISTments, an educational technology platform that enables formative assessment. The intervention was implemented in schools in one U.S. state for 12-13-year-old students (7th grade). Students' math achievement was measured at the end of the following school year (8th grade, ages 13-14 years),…
Descriptors: Educational Technology, Technology Uses in Education, Formative Evaluation, Grade 7
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Aydogdu, Fatih – British Journal of Educational Technology, 2022
This study was conducted to test the effect of the augmented reality-based program on the motivation, attention and conceptual skills of preschool children. The research was conducted according to the pretest-posttest control group quasi-experimental design: 13 participants (6 girls, 7 boys) in the experimental group and 13 (5 girls, 8 boys) in…
Descriptors: Computer Simulation, Educational Technology, Preschool Children, Student Motivation
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Qiao, Shen; Yeung, Susanna Siu-sze; Zainuddin, Zamzami; Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2023
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low-threshold gamification methods that can be easily adopted in classrooms. One such method is non-digital gamification using physical game design elements.…
Descriptors: Gamification, Academic Achievement, Cognitive Processes, Learner Engagement
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Adarkwah, Michael Agyemang; Huang, Ronghuai – British Journal of Educational Technology, 2023
Twenty years after its inauguration, the information communication and technology for accelerated development (ICT4AD) policy intended to transform Ghana into an information and technology-driven high-income economy through digital education has been unsuccessful. In this digital era, young adults' attachment to technological tools is anticipated…
Descriptors: Foreign Countries, Educational Technology, Higher Education, Addictive Behavior
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