Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 13 |
Descriptor
Source
Educational Technology &… | 13 |
Author
Amadieu, Franck | 1 |
Avsec, Stanislav | 1 |
Blayney, Paul | 1 |
Cegarra, Julien | 1 |
Chevalier, Aline | 1 |
Chieu, Vu Minh | 1 |
Chiou, Guey-Fa | 1 |
Chu, Hui-Chun | 1 |
Demetriadis, Stavros | 1 |
Hsiao, Hsien-Sheng | 1 |
Huang, Chi-Hao | 1 |
More ▼ |
Publication Type
Journal Articles | 13 |
Reports - Research | 12 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 6 |
Postsecondary Education | 6 |
Elementary Education | 3 |
Grade 6 | 2 |
Elementary Secondary Education | 1 |
Grade 7 | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Learning Style Inventory | 1 |
Test of English for… | 1 |
What Works Clearinghouse Rating
Yang, Jie Chi; Quadir, Benazir – Educational Technology & Society, 2018
The great value of applying digital games in language learning has been highlighted. However, there has been a lack of attention paid to the effects of prior knowledge in a contextual game-based language learning environment. To this end, this study developed an MMORPG-based educational game to facilitate English learning, aiming at investigating…
Descriptors: Prior Learning, Anxiety, Computer Games, Second Language Learning
Zheng, Lanqin; Huang, Ronghuai; Hwang, Gwo-Jen; Yang, Kaicheng – Educational Technology & Society, 2015
The purpose of this study is to quantitatively measure the level of knowledge elaboration and explore the relationships between prior knowledge of a group, group performance, and knowledge elaboration in collaborative learning. Two experiments were conducted to investigate the level of knowledge elaboration. The collaborative learning objective in…
Descriptors: Cooperative Learning, Knowledge Level, Undergraduate Students, Prior Learning
Tegos, Stergios; Demetriadis, Stavros – Educational Technology & Society, 2017
Research in computer-supported collaborative learning has indicated that conversational agents can be pedagogically beneficial when used to scaffold students' online discussions. In this study, we investigate the impact of an agile conversational agent that triggers student dialogue by making interventions based on the academically productive talk…
Descriptors: Cooperative Learning, Prior Learning, Intervention, Outcomes of Education
Amadieu, Franck; Salmerón, Ladislao; Cegarra, Julien; Paubel, Pierre-Vincent; Lemarié, Julie; Chevalier, Aline – Educational Technology & Society, 2015
This study examined the effects of prior domain knowledge and learning sequences on learning with concept mapping and hypertext. Participants either made a concept map in a first step and then read the hypertext's contents combined with concept mapping (high activating condition), or they read the hypertext's contents first and then made a concept…
Descriptors: Concept Mapping, Hypermedia, Eye Movements, Prior Learning
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2017
This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…
Descriptors: Algebra, Grade 6, Mathematics Achievement, Student Attitudes
Blayney, Paul; Kalyuga, Slava; Sweller, John – Educational Technology & Society, 2015
Tailoring of instructional methods to learner levels of expertise may reduce extraneous cognitive load and improve learning. Contemporary technology-based learning environments have the potential to substantially enable learner-adapted instruction. This paper investigates the effects of adaptive instruction based on using the isolated-interactive…
Descriptors: Cognitive Processes, Difficulty Level, Accounting, Teaching Methods
Kelle, Sebastian; Klemke, Roland; Specht, Marcus – Educational Technology & Society, 2013
Based on a previous analysis of game design patterns and related effects in an educational scenario, the following paper presents an experimental study. In the study a course for Basic Life Support training has been evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper relate to game design…
Descriptors: Educational Games, Computer Games, Design, First Aid
Avsec, Stanislav; Kocijancic, Slavko – Educational Technology & Society, 2016
Individual aptitude, attitudes, and behavior in inquiry-based learning (IBL) settings may affect work and learning performance outcomes during activities using different technologies. To encourage multifaceted learning, factors in IBL settings must be statistically significant and effective, and not cognitively or psychomotor intensive. We…
Descriptors: Path Analysis, Teaching Methods, Problem Solving, Course Content
Kuo, Yu-Chen; Chu, Hui-Chun; Huang, Chi-Hao – Educational Technology & Society, 2015
Learning English is an important and challenging task for English as Foreign Language (EFL) students. Educators had indicated that, without proper learning support, most EFL students might feel frustrated while learning English, which could significantly affect their learning performance. In the past research, learning usually utilized grouping,…
Descriptors: Cognitive Style, Cooperative Learning, Teaching Methods, English (Second Language)
Lin, Yi-Chun; Huang, Yueh-Min – Educational Technology & Society, 2013
Prior knowledge is a very important part of teaching and learning, as it affects how instructors and students interact with the learning materials. In general, tests are used to assess students' prior knowledge. Nevertheless, conventional testing approaches usually assign only an overall score to each student, and this may mean that students are…
Descriptors: Prior Learning, Models, Decision Making, Evaluation Methods
Yang, Che-Ching; Tseng, Shian-Shyong; Liao, Anthony Y. H.; Liang, Tyne – Educational Technology & Society, 2013
Educators have emphasized the importance of situating students in an authentic learning environment. By using such approach, teachers can encourage students to learn Chinese poems by browsing content resources and relevant online multimedia resources by using handheld devices. Nevertheless, students in heterogeneous network environments may have…
Descriptors: Poetry, Teaching Methods, Foreign Countries, Chinese
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
Chieu, Vu Minh – Educational Technology & Society, 2007
Constructivism is a learning theory that states that people learn by actively constructing their own knowledge, based on prior knowledge. A significant number of ICT-based constructivist learning systems have been proposed in recent years. According to our analysis, those systems exhibit only a few constructivist principles, and a critical problem…
Descriptors: Constructivism (Learning), Instructional Design, Prior Learning, Information Technology