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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
Vazquez-Calvo, Boris – Educational Technology & Society, 2018
Previous studies have examined how to integrate video games in formal education settings across disciplines and from various perspectives. However, few have explored digital literacy practices prompted by gaming as a fan practice. Drawing on "New Literacy Studies" frame of analysis, this qualitative case study attempts to unearth the…
Descriptors: Case Studies, Second Language Learning, English, Spanish
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
Twissell, Adrian – Educational Technology & Society, 2018
Abstract electronics concepts are difficult to develop because the phenomena of interest cannot be readily observed. Visualisation skills support learning about electronics and can be applied at different levels of representation and understanding (observable, symbolic and abstract). Providing learners with opportunities to make transitions…
Descriptors: Electronics, Case Studies, Concept Formation, Scientific Concepts
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
High School Students' Views on the PBL Activities Supported via Flipped Classroom and LEGO Practices
Cukurbasi, Baris; Kiyici, Mubin – Educational Technology & Society, 2018
The purpose of this study was to investigate the high school students' views on instructions based on Flipped Classroom Model (FC) and LEGO applications. The case study, which is one of the qualitative research methods, was used within the scope of the study, the duration of which was 7 weeks. In order to choose the research group of the study,…
Descriptors: High School Students, Student Attitudes, Grade 10, Problem Based Learning
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
Chen, Gwo-Dong; Nurkhamid; Wang, Chin-Yeh; Yang, Shu-Han; Chao, Po-Yao – Educational Technology & Society, 2014
In a classroom, obtaining active, whole-focused, and engaging learning results from a design is often difficult. In this study, we propose a self-observation model that employs an instinctive interface for classroom active learning. Students can communicate with virtual avatars in the vertical screen and can react naturally according to the…
Descriptors: Models, Active Learning, Computer Uses in Education, Computer Interfaces
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
Sun, Daner; Looi, Chee-Kit; Xie, Wenting – Educational Technology & Society, 2014
Though discussion of the teacher factor in ICT-enabled science learning abounds in the literature, the investigation of Teacher Enactments (TEs) of ICT-facilitated lessons through exploring teaching practices is still under-explored and under-recognized. Current studies are still lacking in evidence-based findings of TEs based on the investigation…
Descriptors: Web Based Instruction, Cooperative Learning, Computer Assisted Instruction, Science Instruction
Sullivan, Florence R. – Educational Technology & Society, 2011
This paper presents the results of a micro-genetic analysis of the development of a creative solution arrived at by students working collaboratively to solve a robotics problem in a sixth grade science classroom. Results indicate that four aspects of the enacted curriculum proved important to developing the creative solution, including the…
Descriptors: Group Dynamics, Inquiry, Grade 6, Creative Thinking
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
Wolpers, Martin; Najjar, Jehad; Verbert, Katrien; Duval, Erik – Educational Technology & Society, 2007
The information overload in learning and teaching scenarios is a main hindering factor for efficient and effective learning. New methods are needed to help teachers and students in dealing with the vast amount of available information and learning material. Our approach aims to utilize contextualized attention metadata to capture behavioural…
Descriptors: Metadata, Attention, Use Studies, Management Systems
Wong, Emily M. L.; Li, Sandy S. C.; Choi, Tat-heung; Lee, Tsz-ngong – Educational Technology & Society, 2008
This paper draws on the literature of transformational leadership and learning organisation with a concern to foster innovative changes in classroom practices. Based on the understanding that effective use of ICT has to be construed in the pedagogical and organisational context, this study focuses on the impact of the relevant contextual factors…
Descriptors: Educational Change, Foreign Countries, Transformational Leadership, Case Studies