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Kocadere, Selay Arkün; Çaglar, Seyma – Educational Technology & Society, 2018
Studies highlight the need to consider different player types during gamification design. The aim of the present study was to determine the elements that affect learners showing different player type characteristics in a gamified learning environment. Accordingly, the study examined which game elements trigger which mechanics. The design of the…
Descriptors: Educational Games, Design, Undergraduate Students, Individual Characteristics
Panke, Stefanie; Stephens, John – Educational Technology & Society, 2018
How can educators leverage blogs and other social media spaces to encourage a reflective, critical discourse about civic engagement that fosters a true learning exchange over promoting one's own ideas? This article reports upon a single case study of the "Community Engagement Learning Exchange," a multi-author blog on civic engagement.…
Descriptors: Reflection, Citizen Participation, Instructional Materials, Discourse Communities
Chen, Yi-Jeng – Educational Technology & Society, 2016
The processes and patterns of strategies used by children when drawing on the computer with friends and acquaintances were investigated in a case study. The participants were five-and-six-year-old children and the study took place in their home settings. The data collection methods consisted of interviews, observations, audio recordings, video…
Descriptors: Computer Use, Freehand Drawing, Young Children, Interviews
Karaman, M. Kemal; Özen, Sevil Orhan – Educational Technology & Society, 2016
In this study, we aimed to design collaborative virtual learning (CVL) activities by using a five-stage model (FSM) and survey of students' experiences. The study group consisted of 14 voluntary students in the Turkish Teaching Department. In this case study, data were collected through observations, recordings in Second Life (SL) and interviews.…
Descriptors: Student Experience, Student Surveys, Cooperative Learning, Electronic Learning
Claro, Magdalena; Nussbaum, Miguel; López, Ximena; Contardo, Victoria – Educational Technology & Society, 2017
This paper studies the similarities and differences among the views of school principals and teachers regarding a mobile computer lab (MCL) initiative implemented in 1,591 public schools in Chile. It also characterizes the aspects in which their views diverge. A mixed methods study was carried out in two stages: first, a quantitative stage, where…
Descriptors: Educational Technology, Principals, Teachers, Administrator Attitudes
Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate – Educational Technology & Society, 2016
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Descriptors: Teaching Methods, Programming, Learner Engagement, Educational Games
Bouzid, Yosra; Khenissi, Mohamed Ali; Essalmi, Fathi; Jemni, Mohamed – Educational Technology & Society, 2016
Apart from being used as a means of entertainment, computer games have been adopted for a long time as a valuable tool for learning. Computer games can offer many learning benefits to students since they can consume their attention and increase their motivation and engagement which can then lead to stimulate learning. However, most of the research…
Descriptors: Deafness, Hearing Impairments, Educational Games, Sign Language
Khoo, Kay Yong – Educational Technology & Society, 2016
This paper comprises discussion on the research findings of this study into how apps can be used in the classroom to collaboratively promote construction of mathematical knowledge in children in ways that fundamentally transform the instructional environment. The study results identify how children enact viewing skills through digital texts to…
Descriptors: Mathematics Education, Cooperative Learning, Computer Oriented Programs, Visual Literacy
Horiguchi, Tomoya; Imai, Isao; Toumoto, Takahito; Hirashima, Tsukasa – Educational Technology & Society, 2014
Error-based simulation (EBS) has been developed to generate phenomena by using students' erroneous ideas and also offers promise for promoting students' awareness of errors. In this paper, we report the evaluation of EBS used in learning "normal reaction" in a junior high school. An EBS class, where students learned the concept…
Descriptors: Simulation, Error Correction, Learning Processes, Misconceptions
Jonsdottir, Anna Helga; Jakobsdottir, Audbjorg; Stefansson, Gunnar – Educational Technology & Society, 2015
This paper describes a system for research on the behaviour of students taking online drills. The system is accessible and free to use for anyone with web access. Based on open source software, the teaching material is licensed under a Creative Commons License. The system has been used for computer-assisted education in statistics, mathematics and…
Descriptors: Program Development, Web Based Instruction, Technology Uses in Education, Undergraduate Study
Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies
Karsak, H. Gulhan Orhan; Fer, Seval; Orhan, Feza – Educational Technology & Society, 2014
Academic writing, whether individual or cooperative, is an essential skill for today's graduates. However, motivating and helping students to learn to write effectively, either in cooperative or individual scenarios, poses many challenges, many of which can be overcome by technical means. The aim of this study is to investigate the effect of using…
Descriptors: Web Sites, Diaries, Writing (Composition), Writing Skills
Woo, Matsuko; Chu, Samuel; Ho, Andrew; Li, Xuanxi – Educational Technology & Society, 2011
This small-scale case study explores the challenges and potential benefits of a wiki for students and teachers in a primary-five English-language class in Hong Kong. The study examined how the wiki's key affordances might help in scaffolding students during their collaborative writing projects. The study found that the use of a wiki in a class of…
Descriptors: Foreign Countries, Collaborative Writing, Cooperative Learning, Scaffolding (Teaching Technique)
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
Young, Shelley S.-C.; Ku, Hsin-Ho – Educational Technology & Society, 2008
The purpose of this study was to understand, describe and interpret the uses of information communication technology (ICT) in primary education in the Taiwan Schools Cyberfair as a means to expand and enhance student learning in an extra-curricular setting. Four winning schools, with 48 teachers and students involved, were purposefully selected…
Descriptors: Student Projects, Active Learning, Foreign Countries, Elementary School Students
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