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Muruvvet Demiral-Uzan; Elizabeth Boling – Educational Technology Research and Development, 2024
This qualitative multi-case study explores the exercise and development of the design judgment of eight instructional design (ID) students working on design projects over one semester in graduate programs at four different institutions in the USA. Their design processes were explored through interviews and their design documents using the concepts…
Descriptors: Instructional Design, Decision Making, Graduate Students, Student Attitudes
Lee, Minkyung; Clariana, Roy B. – Educational Technology Research and Development, 2022
This experimental investigation considers how the inherent conceptual structure of external representations influences individuals' knowledge structure, and in addition proposes a measure of global collective knowledge to account for the influence of pre-existing knowledge structure. In two studies, undergraduates in a hospitality management…
Descriptors: Prior Learning, Undergraduate Students, Hospitality Occupations, Cognitive Structures
Pankaj Chavan; Ritayan Mitra; Abhinav Sarkar; Aditya Panwar – Educational Technology Research and Development, 2024
The use of Experience Sampling Methods (ESM) to assess students' experiences, motivation, and emotions by sending signals to students at random or fixed time points has grown due to recent technological advances. Such methods offer several advantages, such as capturing the construct in the moment (i.e., when the events are fresh on respondents'…
Descriptors: Reliability, Validity, Student Attitudes, Self Disclosure (Individuals)
Tomita, Kei – Educational Technology Research and Development, 2022
Despite the recognized importance of emotion in learning (Kim and Pekrun in Handbook of research on educational communications and technology, 4th ed., Springer, pp. 65-75, 2014), instructional material design research primarily focuses on cognition, tending to ignore the affective dimension (Brom et al. in Educ Res Rev 25:100-119, 2018). To…
Descriptors: Design, Emotional Response, Learning Processes, Material Development
Yang, Xiaotong; Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Smith, Ginny; Alonso-Fernández, Cristina – Educational Technology Research and Development, 2021
In-game learning supports aim to help students solve game levels (i.e., game-related supports), and connect to underlying content (i.e., content-related and hybrid supports). Students with different levels of prior knowledge may have different needs for in-game supports. In this study, we designed a 2D physics game with game-related,…
Descriptors: Prior Learning, Educational Games, Game Based Learning, High School Students
Nitesh Kumar Jha; Plaban Kumar Bhowmik; Kaushal Kumar Bhagat – Educational Technology Research and Development, 2024
A majority of research in Computational Thinking (CT) mainly focuses on teaching coding to school students. However, CT involves more than just coding and includes other skills like algorithmic thinking. The current study developed an Online Inquiry-based Learning Platform for Computational Thinking (CT-ONLINQ) that follows Inquiry-Based Learning…
Descriptors: Thinking Skills, Computer Science Education, Comparative Analysis, Problem Solving
Yohannes, Abebayehu; Chen, Hsiu-Ling; Chang, Chiu-Chen – Educational Technology Research and Development, 2023
Mathematics reading and spatial ability are important learning components in mathematics education. However, in traditional instruction, it is difficult to develop learners' mathematics reading and spatial abilities. Therefore, many students struggle to understand real-world problems and lack the spatial ability to form internal imagery. To cope…
Descriptors: Electronic Books, Interaction, Middle School Students, Mathematics Skills
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
Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
Rustam Shadiev; Ziheng Zhang; Yueh-Min Huang – Educational Technology Research and Development, 2025
This study employed speech-enabled language translation (SELT) technology in lectures presented in English as a medium of instruction (EMI). Previous research had students viewing pre-recorded lectures with incorporated content translations in controlled laboratory settings. In contrast, students in the present study experienced live lectures in…
Descriptors: Translation, Audio Equipment, Speech Communication, English (Second Language)
Kwon, Kyungbin; Ottenbreit-Leftwich, Anne T.; Brush, Thomas A.; Jeon, Minji; Yan, Ge – Educational Technology Research and Development, 2021
This study investigated how a computer science (CS) problem-based curriculum impacted elementary students' CS learning and attitudes. Four sixth-grade teachers and 200 of their students participated in the study. Researchers developed a CS curriculum in collaboration with the teachers, which consisted of two main units: (1) an introduction to…
Descriptors: Problem Based Learning, Elementary School Curriculum, Elementary School Students, Student Attitudes