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Becnel, Kim, Ed. – IGI Global, 2019
The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Panthi, Ram Krishna; Belbase, Shashidhar – Online Submission, 2017
In this paper, we discussed major issues of mathematics teaching and learning in Nepal. The issues coming from theories such as social and radical constructivism suggest that teachers are not trained to use such approach in teaching mathematics, and there is a lack of teaching aids and materials and technological tools. The issues related to…
Descriptors: Foreign Countries, Mathematics Instruction, Social Influences, Gender Differences
Keener, Cheryl P. – ProQuest LLC, 2017
This research explored online graduate students' preferences using the Constructivist Internet-Based Learning Environment Survey (CILES) and how everyday learner attributes affected their preferences. The purpose of this study was to identify graduate students' preferences for various types of learning in order to aid designers with aligning…
Descriptors: Graduate Students, Educational Technology, Preferences, Student Attitudes
Bowers, K. Westmoreland – Journal of Educational Technology Systems, 2014
The purpose of this study was to identify constructivist concepts that are important to student-perceived learning outcomes in college courses that use a virtual world, such as Second Life, as an educational tool. Identification of these concepts will help instructors to make the best use of their course design efforts in mediated environments.…
Descriptors: Student Attitudes, Constructivism (Learning), Student Responsibility, Computer Simulation
Schulze, Kurt Ronald – Online Submission, 2014
Too often, teachers are using educational technology resources for administrative purposes instead of using these resources in a constructivist manner to enhance student learning. The study site was well behind the national average in overall educational technology use categories. The purpose of this explanatory correlational research was to…
Descriptors: Teacher Characteristics, Educational Technology, Technology Integration, Correlation
Smith, Mark S. – ProQuest LLC, 2013
The purpose of this study was to determine the impact of interactive whiteboard technology on ninth grade English End of Course scores in two high schools in the Upstate of South Carolina in the school year 2011-2012. This study also sought to determine what impact interactive whiteboard technology had on the factors of gender, socio-economic…
Descriptors: Grade 9, Rural Schools, High Schools, Visual Aids
Dhindsa, Harkirat S.; Shahrizal-Emran – International Journal of Environmental and Science Education, 2011
In Brunei, more girls are enrolled at the institutions of higher education than boys. The aim of this study was to evaluate if a constructivist teaching approach, enriched with interactive whiteboard technology could empower males to minimize gender differences in achievement in Chemistry. Two groups of students were taught for six weeks: one…
Descriptors: Constructivism (Learning), Colleges, Chemistry, Foreign Countries
Fluck, A.; Dowden, T. – Journal of Computer Assisted Learning, 2013
Few contemporary pre-service teachers would have completed their schooling with the extensive aid of computers. Yet, classroom use of information and communication technology (ICT) is now ubiquitous in much of the world. Today's pre-service teachers are the "cusp generation" who, at a unique moment in history, straddle the two worlds of…
Descriptors: Student Teacher Attitudes, Preservice Teachers, Attitude Measures, Educational Technology
Lan, Yu-Feng; Tsai, Pei-Wei – Online Submission, 2011
This study developed a mobile-memo system that supports the knowledge acquisition and posting-question to assist learners' learning in a ML (mobile learning) environment. To understand the effectiveness of our proposed system, the data were collected from the system logs, such as the elements of multimedia used in posting-question and a…
Descriptors: Foreign Countries, Electronic Learning, Learning Activities, Handheld Devices
Paraskeva, Fotini; Mysirlaki, Sofia; Papagianni, Aikaterini – Computers & Education, 2010
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game…
Descriptors: Educational Games, Self Efficacy, Academic Achievement, Gender Differences
Carbonaro, M.; Cutumisu, M.; Duff, H.; Gillis, S.; Onuczko, C.; Siegel, J.; Schaeffer, J.; Schumacher, A.; Szafron, D.; Waugh, K. – Computers & Education, 2008
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently,…
Descriptors: Creative Activities, Computers, Programming, Gender Differences
Sang, Guoyuan; Valcke, Martin; van Braak, Johan; Tondeur, Jo – Computers & Education, 2010
Student teachers should be prepared to integrate information and communication technology (ICT) into their future teaching and learning practices. Despite the increased availability and support for ICT integration, relatively few teachers intend to integrate ICT into their teaching activities (e.g., Ertmer, 2005). The available research has thus…
Descriptors: Constructivism (Learning), Preservice Teachers, Self Efficacy, Path Analysis
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Su, King-Dow – International Journal of Science and Mathematics Education, 2008
The purpose of this study was to evaluate the instructional effects of using animations, static figures, PowerPoint bulletins, and e-plus software as chemistry texts with the aid of computer-based technology. This study analyzed the characteristics of students involved in three multimedia courses and their achievement and attitude toward chemistry…
Descriptors: Constructivism (Learning), Science Achievement, Computer Uses in Education, Chemistry
Tsai, Chin-Chung – Educational Technology & Society, 2005
Constructivist Internet-based learning environments are advocated by contemporary educators, but few studies investigated students' preferences toward the environments for learning a specific school subject such as science. Therefore, the purpose of this study was to develop a questionnaire to explore students' preferences toward constructivist…
Descriptors: Constructivism (Learning), Student Attitudes, Test Construction, Factor Analysis
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