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Seyed Parsa Neshaei; Paola Mejia-Domenzain; Richard Lee Davis; Tanja Käser – British Journal of Educational Technology, 2025
Reflective writing is known as a useful method in learning sciences to improve the metacognitive skills of students. However, students struggle to structure their reflections properly, limiting the possible learning gains. Previous works in educational technologies literature have explored the paradigms of learning from worked and modelling…
Descriptors: Artificial Intelligence, Technology Uses in Education, Reflection, Writing (Composition)
Harrison Hao Yang; Zhongyue Yin; Sha Zhu – British Journal of Educational Technology, 2025
The HyFlex course has been widely adopted in higher education settings. However, there is a paucity of empirical studies examining students' acceptance of large-scale HyFlex courses, as well as factors influencing their acceptance. To fill this research gap, the present study investigated students' acceptance of a large-scale HyFlex course and the…
Descriptors: Foreign Countries, College Students, Blended Learning, Public Colleges
Davinia Hernández-Leo; Karina Ginoyan – British Journal of Educational Technology, 2025
This paper explores the application of a benefits versus costs reflection approach within non-university teaching environments, grounded in the principles of Value-Sensitive Design. Aimed at integrating human values systematically into the adoption of digital educational tools, this study involved 136 in-service school teachers across various…
Descriptors: Cost Effectiveness, Technology Uses in Education, Teacher Attitudes, Reflective Teaching
Robin Samuelsson – British Journal of Educational Technology, 2025
Programming is becoming a key subject in early education globally, with surging problems of how computer science can become a subject for children of all ages and backgrounds. Problems of implementing new technologies in the old curricula have long been noted, and lately, concern over computer science education goals is often too narrow and…
Descriptors: Computer Science Education, Play, Early Childhood Education, Technology Integration
Belle Dang; Luna Huynh; Faaiz Gul; Carolyn Rosé; Sanna Järvelä; Andy Nguyen – British Journal of Educational Technology, 2025
The rise of generative artificial intelligence (GAI), especially with multimodal large language models like GPT-4o, sparked transformative potential and challenges for learning and teaching. With potential as a cognitive offloading tool, GAI can enable learners to focus on higher-order thinking and creativity. Yet, this also raises questions about…
Descriptors: Man Machine Systems, Artificial Intelligence, Technology Uses in Education, Cooperative Learning
Huixiao Le; Yuan Shen; Zijian Li; Mengyu Xia; Luzhen Tang; Xinyu Li; Jiyou Jia; Qiong Wang; Dragan Gaševic; Yizhou Fan – British Journal of Educational Technology, 2025
Understanding learners' preferences in educational settings is crucial for optimizing learning outcomes and experience. As artificial intelligence (AI) becomes increasingly integrated into educational contexts, it is crucial to understand learners' preferences between AI and human tutors to support their learning. While AI demonstrates growing…
Descriptors: Student Attitudes, Preferences, Electronic Learning, Artificial Intelligence
Eyal Liat; Merav Hayak – British Journal of Educational Technology, 2025
In today's era, the ability to create and utilize digital games in the classroom is of great importance, for both teachers and students. Yet traditional teaching methods often lack the implementation of games in general, and of digital games in particular. This study presents a unique constructivist framework for creating and integrating…
Descriptors: Technology Integration, Educational Technology, Educational Games, Constructivism (Learning)
Valeria Aloizou; Stavey Linardatou; Michael Boloudakis; Symeon Retalis – British Journal of Educational Technology, 2025
Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in-game elements by…
Descriptors: Kindergarten, Core Curriculum, Classroom Environment, Movement Education

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