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Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Samuel Fowler; Simon N. Leonard – Professional Development in Education, 2024
Emerging digital technologies offer a transformative potential to redefine learning tasks and many examples of this potential are now available. The scaling of the innovative pedagogies emerging from the research into widespread and sustainable practice, however, remains problematic. This paper addresses the issue of scaling by using Design Based…
Descriptors: Design, Educational Innovation, Educational Research, Faculty Development
Celepkolu, Mehmet; Galdo, Aisha Chung; Boyer, Kristy Elizabeth – IEEE Transactions on Learning Technologies, 2022
As children develop conversational skills such as taking turns and openly listening to ideas, they often experience conflicts and inequity within collaborative dialogue for learning. Previous research suggests that increasing children's awareness about their own behaviors during collaboration may help them adjust their behaviors and become better…
Descriptors: Teaching Methods, Classroom Communication, Cooperative Learning, Child Behavior
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
Wan, Lydia; Crawford, Renée; Jenkins, Louise – Journal of Research in Music Education, 2023
In this study, we explored the ways in which listening tools within technology-mediated environments can facilitate children's self-regulation of instrumental music learning between lessons. This interpretive multiple case study utilized a software application assigned for 22 weeks to a piano teacher and four students (ages 8-10). Data sources…
Descriptors: Music Education, Metacognition, Familiarity, Problem Solving
Ching, Yu-Hui; Hsu, Yu-Chang; Baldwin, Sally – TechTrends: Linking Research and Practice to Improve Learning, 2018
The aim of this article is to provide an overview of the opportunities for developing computational thinking in young learners. It includes a review of empirical studies on the educational technologies used to develop computational thinking in young learners, and analyses and descriptions of a selection of commercially available technologies for…
Descriptors: Educational Technology, Technology Uses in Education, Thinking Skills, Computation
Yannier, Nesra; Hudson, Scott E.; Koedinger, Kenneth R. – International Journal of Artificial Intelligence in Education, 2020
Along with substantial consensus around the power of active learning, comes some lack of precision in what its essential ingredients are. New educational technologies offer vehicles for systematically exploring benefits of alternative techniques for supporting active learning. We introduce a new genre of Intelligent Science Station technology that…
Descriptors: Active Learning, Artificial Intelligence, STEM Education, Educational Technology
dos Santos, Paulo Ricardo; Barbosa, Débora N. F.; Azevedo Neto, Eduardo G.; Barbosa, Jorge L. V.; Correia, Sérgio D.; Leithardt, Valderi R. Q. – Education Sciences, 2021
The use of information communication technologies (ICT) in education brings up new possibilities of promoting learning and health experiences. In this sense, education contexts of the 21st century must consider these two areas of knowledge, especially their integration. This article presents learning practices developed with mobile devices and…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Sadiq, Raghad Baker; Cavus, Nadire; Ibrahim, Dogan – Interactive Learning Environments, 2021
Many applications can be found on the Internet that are designed to help children learn English as a second language. However, it can be said that only a limited number of applications have been designed and developed by considering the important user interface design principles; these principles play an important role in mobile application design…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Second Language Instruction
Dixon, Mark R.; Stanley, Caleb; Belisle, Jordan; Galliford, Megan E.; Alholail, Amani; Schmick, Ayla M. – Analysis of Verbal Behavior, 2017
The present study evaluated the efficacy of a stimulus-equivalence training procedure in teaching basic geography skills to two children with autism. The procedures were taken directly from a standardized training curriculum based in stimulus equivalence theory called "Promoting the Emergence of Advanced Knowledge Equivalence Module"…
Descriptors: Children, Teaching Methods, Stimuli, Training
Korozi, Maria; Leonidis, Asterios; Ntoa, Stavroula; Arampatzis, Dimitrios; Adami, Ilia; Antona, Margherita; Stephanidis, Constantine – British Journal of Educational Technology, 2018
This paper presents "Home game," a multimodal interactive educational game that supports training in independent living for children with cognitive disabilities. It is intended to be used under the supervision of educators in a rehabilitation center. The game features a variety of exercises that incorporate multimedia, virtual…
Descriptors: Educational Games, Independent Living, Intellectual Disability, Children
Stauter, Donna W.; Prehn, Judy; Peters, Megan; Jeffries, Lynn M.; Sylvester, Lorraine; Wang, Hongwu; Dionne, Carol – Journal of Special Education Technology, 2019
The purpose of this study was to systematically review literature on assistive technology (AT) used to develop literacy skills in students with physical disabilities. Primary databases were searched using search terms AT, disability, and literacy. Eight studies were eligible for inclusion. Six studies reported positive change to literacy…
Descriptors: Assistive Technology, Students with Disabilities, Technology Uses in Education, Physical Disabilities
Chebli, Sabine Saade; Lanovaz, Marc J.; Dufour, Marie-Michèle – Journal of Special Education Technology, 2019
The purpose of our study was to compare the effectiveness of tablet- and instructor-delivered teaching (i.e., prompting and reinforcement) on the receptive identification of one-word concepts in children with autism spectrum disorders (ASDs). To this end, we embedded a multielement design within a multiple probe design to compare the effectiveness…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Alemi, Minoo; Givi, Samira Salmani; Rezanejad, Atefeh – Language Teaching Research Quarterly, 2022
Digital storytelling (DST) is one of the areas which has entered the field of foreign language education and has proved to be beneficial in learning different language skills. However, it remains underexplored whether and how DST can affect learners' writing skill and motivation to write. The present study sought to investigate the impact of DST…
Descriptors: Story Telling, English (Second Language), Second Language Learning, Second Language Instruction

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