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Showing 1 to 15 of 43 results Save | Export
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Lian, Erin; Lin, Jiaju; Zhang, Jiping – Educational Technology Research and Development, 2023
Scratch is widely used as an introductory educational tool for computer programming. However, little is known about how the action of adding favorite projects on Scratch social media influences programming skill improvement. On Scratch social media, learners select personally intriguing projects to view and learn from. Favorite projects both…
Descriptors: Programming, Programming Languages, Skill Development, Social Media
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Falcon, Samuel; Leon, Jaime – Educational Technology Research and Development, 2023
Gathering information from students' answers to open-ended questions helps to assess the quality of teachers' practices and its relations with students' motivation. The present study aimed to use sentiment analysis, an artificial intelligence-based tool, to examine students' responses to open-ended questions about their teacher's communication.…
Descriptors: Student Attitudes, Teacher Student Relationship, Interpersonal Relationship, Student Motivation
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P. Spangenberger; N. Matthes; F. Kapp; L. Kruse; J. L. Plass – Educational Technology Research and Development, 2025
An increasing number of studies has observed that immersive virtual reality (iVR) technology using head-mounted displays (HMDs) can facilitate learning outcomes. However, most studies have been exploratory and were executed in laboratory settings instead of being implemented and orchestrated in authentic teaching settings. Furthermore, iVR design…
Descriptors: Computer Software, Technology Uses in Education, Authentic Learning, Learning Processes
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Fu, Qian; Zheng, Yafeng; Zhang, Mengyao; Zheng, Lanqin; Zhou, Junyi; Xie, Bochao – Educational Technology Research and Development, 2023
Providing appropriate feedback is important when learning to program. However, it is still unclear how different feedback strategies affect learning outcomes in programming. This study designed four different two-step programming feedback strategies and explored their impact on novice programmers' academic achievement, learning motivations, and…
Descriptors: Feedback (Response), Academic Achievement, Novices, Programming
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Luo, Tian; Reynolds, Jilian; Muljana, Pauline Salim – Educational Technology Research and Development, 2022
Students need to learn and practice computational thinking and skills throughout PreK-12 to be better prepared for entering college and future careers. We designed a math-infused computer science course for third to fifth graders to learn programming. This study aims to investigate the impact of the course on students' knowledge acquisition of…
Descriptors: Elementary School Students, Computer Science Education, Programming, Retention (Psychology)
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Havard, Byron; Podsiad, Megan – Educational Technology Research and Development, 2020
The integration of wearables in education environments to enhance teaching and learning is an emerging area of research. However, many studies lack the rigor of formal research designs and results are inconclusive. The purpose of this meta-analysis was to examine the overall effect of wearable use on learning and motivation outcomes and describe…
Descriptors: Technology Integration, Assistive Technology, Learning Motivation, Outcomes of Education
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Zheng, Xudong; Ma, Yunfei; Yue, Tingyan; Yang, Xianmin – Educational Technology Research and Development, 2023
The purpose of this study was to investigate the effects of different types of cues and self-explanation prompts in instructional videos on intrinsic motivation, learning engagement, learning outcomes, and cognitive load, which were indicators to measure deep learning performance. Seventy-two college students were randomly assigned to one of the…
Descriptors: Cues, Reflection, Prompting, Video Technology
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Lee, Yen-Fen; Hwang, Gwo-Jen; Chen, Pei-Ying – Educational Technology Research and Development, 2022
Review strategies after learning new knowledge are essential for students to consolidate the key points, understand the subject content, analyze aspects of the learning topics, and summarize the knowledge content of learning while mastering new knowledge. However, educators have found that students generally have difficulties seeking help when…
Descriptors: College Students, Control Groups, Foreign Countries, Artificial Intelligence
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Hwang, Gwo-Jen; Zou, Di; Wu, Ying-Xuan – Educational Technology Research and Development, 2023
Most conventional information literacy classes apply direct instruction where students focus on memorizing target knowledge. As this approach promotes little active learning, while digital storytelling could effectively involve students, we proposed a digital storytelling approach to enhancing students' information literacy development in this…
Descriptors: Elementary School Students, Information Literacy, Self Efficacy, Critical Thinking
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Kapp, Karl M.; Valtchanov, Deltcho; Pastore, Ray – Educational Technology Research and Development, 2020
This study focused on the use of casual games to motivate learners in a corporate retail settings to engage in a online learning platform. The study analyzed two populations of learners who were using the learning platform. One group of learners was in a game condition. In this condition, the learners were provided the option to play a casual game…
Descriptors: Games, Game Based Learning, On the Job Training, Distributive Education
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Li, Jessica; Wong, Seohyun Claire; Yang, Xue; Bell, Allison – Educational Technology Research and Development, 2020
How should learner analytics and different media be used to optimize feedback to increase students' motivation and sense of learning community in online learning programs? This study was designed to examine the usage of feedback delivery methods (text only, video only, or both) and learner analytics (individual vs. class average) to answer the…
Descriptors: Learning Analytics, Feedback (Response), Student Participation, Electronic Learning
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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
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Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
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Bergner, Yoav; Mund, Shiri; Chen, Ofer; Payne, Willie – Educational Technology Research and Development, 2021
We report on an exploratory effort to design an interest-based learning experience for high school (step) dancers to engage with concepts in mathematics and data science. We hypothesized that generating and analyzing data from their own dance movement, through motion and audio capture, would: (1) enable learners to form analogies between off-line…
Descriptors: Numeracy, High School Students, Student Interests, Learning Experience
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Ginns, Paul; King, Victoria – Educational Technology Research and Development, 2021
The expansion of cognitive load theory to include evolutionary perspectives posits that biologically primary knowledge might support the acquisition of biologically secondary knowledge, which needs explicit instruction for novices to construct. Pointing and tracing actions with the index finger may be forms of biologically primary knowledge that…
Descriptors: Hands on Science, Electronic Learning, Cognitive Processes, Difficulty Level
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