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Showing 1 to 15 of 128 results Save | Export
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Melese Astatke; Cathy Weng; Abebayehu Yohannes; Matere M. Isaac; Wei-Kai Liou – Educational Technology Research and Development, 2024
This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the…
Descriptors: Middle School Students, Computer Simulation, Augmentative and Alternative Communication, Workstations
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Jérôme Brender; Laila El-Hamamsy; Christian Giang; Laura Mathex; Tanja Käser; Francesco Mondada – Educational Technology Research and Development, 2025
Generalist primary school computer science (CS) teachers are often reluctant to introduce CS activities that go beyond CS unplugged tasks. To address this challenge, we drew from constructive alignment principles to implement a new programming modality for primary school: the handwriting programming language (HPL). HPL brings programming…
Descriptors: Handwriting, Programming Languages, Computer Science Education, Teaching Methods
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Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
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Hui Zhang; Yi Zhang; Tao Xu; Yun Zhou – Educational Technology Research and Development, 2024
Virtual Reality (VR) is increasingly recognized as a promising tool to enhance learning, yet research on the use of VR instructional approaches for online learning remains limited. The present study aims to address this research gap by examining the effects of VR instructional approaches and textual cues on learning. We conducted an educational VR…
Descriptors: Teaching Methods, Cognitive Ability, Computer Simulation, Cues
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Xiaoxuan Fang; Davy Tsz Kit Ng; Wing Tung Tam; Manwai Yuen – Educational Technology Research and Development, 2025
In recent years, studies have discussed how to introduce computational thinking (CT) concepts in mathematics education through mobile app development. In this study, the design of mathematics lessons based on the 5E instructional model to extend the idea of CT in a mobile technology environment (i.e., mobile CT) was investigated. Twenty-three…
Descriptors: Computation, Thinking Skills, Mathematics Skills, Mathematics Education
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Ching-Huei Chen; Victor Law – Educational Technology Research and Development, 2025
This study explores the roles of students' help-seeking profiles when seeking help from AI chatbots, specifically ChatGPT, in a digital game-based learning environment, "Summon of Magicrystal." The study involved 102 middle school students who played an online game with the provision of ChatGPT and sought help from ChatGPT while solving…
Descriptors: Help Seeking, Game Based Learning, Artificial Intelligence, Computer Software
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DeWitt, Dorothy; Chan, Suet Fong; Loban, Rhett – Educational Technology Research and Development, 2022
Intercultural communicative competence (ICC) is the ability to interact and communicate appropriately with people from different cultures. The lack of ICC among non-native speakers has resulted in misunderstandings during interactions. Although Malaysia is a multicultural country, there has not been much emphasis in developing ICC in the…
Descriptors: Intercultural Communication, Second Language Learning, Second Language Instruction, Cultural Awareness
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Shihui Feng; Xin Xu; Shanghao Li; Ze Li; David Gibson – Educational Technology Research and Development, 2024
Although the metaverse is a trending topic in several fields, it is not a new concept within the field of education. In this study, we followed the PRISMA framework and identified 37 articles since 2008 that researched the metaverse in education. We critically reviewed these articles, aiming to examine the evolution of the field's conceptual…
Descriptors: Computer Simulation, Technology Uses in Education, Barriers, Technology Integration
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Marcus Pietsch; Dana-Kristin Mah – Educational Technology Research and Development, 2025
Rapid developments in artificial intelligence (AI) require dynamic adaptation in education to integrate new technologies timely and sustainably. In particular, the rise of generative AI requires leadership to implement it in a meaningful way for teaching and learning. School leaders have a special role to play in driving digital transformation.…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, Teaching Methods
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Serpil Yorganci – Educational Technology Research and Development, 2025
Flipped learning has been recognized as a promising pedagogical model for methodological progress in educational environments. Studies have shown the effectiveness of flipped learning when used with appropriate educational technologies and learning strategies. On the other hand, comprehensive guidance is required to combine this pedagogical model…
Descriptors: Flipped Classroom, Teaching Methods, Comparative Analysis, Metacognition
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Karno, Donna; Hatcher, Beth – Educational Technology Research and Development, 2020
A Multi-touch table functions as a tablet, but allows multiple children to move around and manipulate the screen simultaneously. Using social cognitive theory (Bandura 1997) to analyze group dynamics, this study examined computer-supported collaborative learning. Children were observed and recorded for 20 min, three times a week for 5 weeks as…
Descriptors: Computer Uses in Education, Educational Technology, Cooperative Learning, Teaching Methods
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Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
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Starkey, Louise; Yates, Anne; de Roiste, Mairead; Lundqvist, Karsten; Ormond, Adreanne; Randal, John; Sylvester, Allan – Educational Technology Research and Development, 2023
Disciplines in Higher Education have their own interpretations of what is essential knowledge that influences what is taught, how teaching occurs, and the role of digital tools. Disciplinary culture is dynamic and evolving, informed by disciplinary research and technology improvement. During the COVID-19 pandemic, digital solutions enabled ongoing…
Descriptors: Undergraduate Study, College Faculty, Educational Technology, Statistics
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Genady Kogan; Hadas Chassidim; Irina Rabaev – Educational Technology Research and Development, 2024
The main goal of this study was to evaluate the impact of an animation and visualization of data structures (AVDS) tool on both perceptions and objective test performance. The study involved a rigorous experiment that assessed the usability, acceptability, and effectiveness of the AVDS tool in solving exercises. A total of 78 participants…
Descriptors: Animation, Teaching Methods, Instructional Effectiveness, Learning Experience
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Johnson, Brian T.; Tawfik, Andrew A. – Educational Technology Research and Development, 2022
This study sought to understand challenges that teachers (N = 15) in poverty settings encountered during information literacy instruction (ILI) and inquiry-based learning. First order barriers focused on insufficient support for instruction (training to align ILI in poverty settings; integrate diverse information resources/technology tools),…
Descriptors: Barriers, Poverty, Information Literacy, Inquiry
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