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Machmud, Muhammad Takwin; Wattanachai, Suchat; Samat, Charuni – Educational Technology Research and Development, 2023
This study is focusing on synthesizing the theoretical and designing framework of constructivist gamification environment models to enhance ill-structured problem solving in learning science. The research model used is based on model development (phase 1) proposed by Richey & Klein. This research consists of two phases as follow: (1) to…
Descriptors: Constructivism (Learning), Gamification, Educational Environment, Problem Solving
Fethi A. Inan; Doris U. Bolliger – Educational Technology Research and Development, 2024
The purpose of this study was to explore the relationship between online instructors' pedagogical beliefs and their choices of online learning activities. Data were collected from 167 faculty members with the use of online instructors' pedagogical beliefs and student learning activities surveys at a medium-sized masters-level public university…
Descriptors: Online Courses, Teacher Attitudes, Learning Activities, College Faculty
Aylward, Ronald C.; Cronjé, Johannes C. – Educational Technology Research and Development, 2022
The pedagogical paradigms of Direct instruction (behaviorism/objectivism) and Constructivism are often seen as opposing paradigms at the ends of an instructional design continuum. Unfortunately, this view makes the two approaches mutually exclusive. Designers must use the one at the expense of the other. A previous study proposed that the two…
Descriptors: Instructional Design, Behaviorism, Constructivism (Learning), Mastery Learning
Chai, Shaoming; Zhu, Gaoxia – Educational Technology Research and Development, 2021
Knowledge Building is a socio-constructivist approach that aims to engage students in a knowledge-creation environment as early as possible to get them ready for the knowledge society. Rather than following fixed procedures or scripts, the twelve Knowledge Building Principles, such as "collective responsibility," "real ideas and…
Descriptors: Epistemology, Constructivism (Learning), Cooperative Learning, Educational Principles
Wang, Xiao-Ming; Yu, Xiao-Han; Hwang, Gwo-Jen; Hu, Qing-Nan – Educational Technology Research and Development, 2023
How to improve students' problem-solving skills and creativity and adapt them to the new situation of the twenty-first century is a rather important educational objective at present, and is expected to be for a long time to come. Project-based learning (PBL) is considered to be an approach that can develop students' higher-order thinking skills,…
Descriptors: Electronic Learning, Computer Mediated Communication, Peer Evaluation, Student Projects
Darmawansah Darmawansah; Gwo-Jen Hwang; Chi-Jen Lin – Educational Technology Research and Development, 2024
Dialectical thinking is a way of discussing and analyzing things from different viewpoints to reach a solution. It is often taught in language courses by conducting argumentation activities. However, without providing effective strategies or tools, learners generally encounter difficulties in structuring their viewpoints during the argumentation…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Teaching Methods
Huang, Fang; Sánchez-Prieto, José Carlos; Teo, Timothy; García-Peñalvo, Francisco J.; Sánchez, Eva María Torrecilla; Zhao, Chen – Educational Technology Research and Development, 2020
As an emerging learning method, mobile technologies allow students to gain knowledge via both formal and informal learning. In spite of the advantages mobile technologies bring to education, its adoption for learning purposes has not been encouraging. Existing research on mobile learning acceptance has been mainly focused on technological and use…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Telecommunications
Zablith, Fouad – Educational Technology Research and Development, 2022
While education increasingly relies on social media technologies to provide richer learning experiences, the rigid and course-centric design of curricula still imposes a challenge for students to construct meaningful connections between social media and formal learning. Building on the knowledge graphs' potential to establish semantic links among…
Descriptors: Information Systems, Information Science Education, Business Schools, Social Media
Ioannou, Andri – Educational Technology Research and Development, 2019
Building on established pedagogy and technological advancement, this article presents a model of gameful design for learning using interactive tabletops, enacted and evaluated in the context of socio-emotional education. Based on the proposed model, we detail the design of a technology-enhanced learning experience in which a series of traditional…
Descriptors: Game Based Learning, Technology Uses in Education, Grade 5, Elementary School Students
Lee, Kyungmee – Educational Technology Research and Development, 2018
A constructivist learning paradigm emphasises authenticity as a required condition for learning. However, the design of an online learning environment is ultimately separate from learners' real-life environments, it is inevitably challenging to make online learning authentic. In this article, the author aims to propose an alternative way of…
Descriptors: Electronic Learning, Constructivism (Learning), Communities of Practice, Online Courses
Elander, Kelly; Cronje, Johannes C. – Educational Technology Research and Development, 2016
While learning interventions were traditionally classified as either objectivist or constructivist there has been an increasing tendency for practitioners to use elements of both paradigms in a consolidated fashion. This has meant a re-think of the two perspectives as diametrically opposite. A four-quadrant model, first proposed in this journal…
Descriptors: Statistical Analysis, Investigations, Models, Constructivism (Learning)
Reynolds, Rebecca – Educational Technology Research and Development, 2016
This paper offers a newly conceptualized modular framework for digital literacy that defines this concept as a task-driven "social constructivist digital literacy," comprising 6 practice domains grounded in Constructionism and social constructivism: Create, Manage, Publish, Socialize, Research, Surf. The framework articulates possible…
Descriptors: Computer Literacy, Constructivism (Learning), Instructional Design, Educational Games
Carroll, John M.; Wu, Yu; Shih, Patrick C.; Zheng, Saijing – Educational Technology Research and Development, 2016
Learning can be engaged by dialectic, that is, by identifying pros and cons that inhere in propositions, and more generally, by raising questions about the validity of claims. We report here on a classroom case study of dialectical constructivist pedagogy: Students created dialectical analyses of two lectures and four books as core activities in a…
Descriptors: Constructivism (Learning), Learning Activities, Case Studies, College Freshmen
An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
Lee, Eunbae; Hannafin, Michael J. – Educational Technology Research and Development, 2016
Student-centered learning (SCL) identifies students as the owners of their learning. While SCL is increasingly discussed in K-12 and higher education, researchers and practitioners lack current and comprehensive framework to design, develop, and implement SCL. We examine the implications of theory and research-based evidence to inform those who…
Descriptors: Student Centered Learning, Learner Engagement, Elementary Secondary Education, Higher Education

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