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Byers, Terry; Hartnell-Young, Elizabeth; Imms, Wesley – British Journal of Educational Technology, 2018
This study explored the effect of different classroom spatial layouts on student perceptions of digital technology in a secondary schooling environment. A quasi-experimental approach facilitated by a Single Subject research design (SSRD) isolated the impact of two learning spaces--"traditional classrooms," and "new generation…
Descriptors: Classroom Design, Classroom Environment, Space Utilization, Student Attitudes
Mayer, Igor; Bekebrede, Geertje; Harteveld, Casper; Warmelink, Harald; Zhou, Qiqi; van Ruijven, Theo; Lo, Julia; Kortmann, Rens; Wenzler, Ivo – British Journal of Educational Technology, 2014
The authors present the methodological background to and underlying research design of an ongoing research project on the scientific evaluation of serious games and/or computer-based simulation games (SGs) for advanced learning. The main research questions are: (1) what are the requirements and design principles for a comprehensive social…
Descriptors: Educational Technology, Computer Games, Computer Simulation, Research Methodology
Istenic Starcic, Andreja; Cotic, Mara; Solomonides, Ian; Volk, Marina – British Journal of Educational Technology, 2016
A significant criticism made of preservice teacher education is that it fails to prepare teachers in such a way that they would feel confident in the use of information and communication technology (ICT) in teaching, despite the assumed digital literacy of student-teachers and the children they will eventually teach. New technologies have enabled…
Descriptors: Electronic Learning, Story Telling, Mathematics Education, Preservice Teachers
Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2