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May, Richard J.; Tyndall, Ian; McTiernan, Aoife; Roderique-Davies, Gareth; McLoughlin, Shane – British Journal of Educational Technology, 2022
Online interventions promoted to enhance cognitive ability hold great appeal for their potential positive impact in social, employment, and educational domains. Cognitive training programs have, thus far, not been shown to influence performance on tests of general cognitive aptitude. Strengthening Mental Abilities with Relational Training (SMART)…
Descriptors: Program Effectiveness, Meta Analysis, Intervention, Cognitive Ability
Jong, Morris Siu-Yung; Tsai, Chin-Chung; Xie, Haoran; Kwan-Kit Wong, Frankie – British Journal of Educational Technology, 2020
Immersive virtual reality (IVR) is regarded as one of the contemporary technological innovations with rich educational potential. As a subset of IVR, spherical video-based IVR (SV-IVR) immerses users centrally in a human-recorded real-world environment, allowing them to explore the environment in any directions via mobile phones and cardboard…
Descriptors: Technology Integration, Interactive Video, Computer Simulation, Geography Instruction
Han, Insook – British Journal of Educational Technology, 2020
The purpose of this study was to investigate the influence of immersive virtual field trips (VFTs) with head-mounted displays (HMDs) on the presence and perceived learning. A mixed-method approach was used to obtain an overall understanding of students' experiences with this immersive technology in an elementary classroom. Both quantitative and…
Descriptors: Field Trips, Computer Simulation, Program Effectiveness, Elementary School Students
van der Meij, Hans – British Journal of Educational Technology, 2019
The effectiveness of demonstration-based training (DBT) videos for software training has been investigated for a Western audience. These studies have generally found that the demonstration videos significantly enhanced self-efficacy and task performance, but also that there was a gap between task practice and learning with the latter lagging…
Descriptors: Advance Organizers, Foreign Countries, Teaching Methods, Computer Software
Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
Crompton, Helen; Gregory, Kristen; Burke, Diane – British Journal of Educational Technology, 2018
This qualitative study explored the affordances provided by the integration of the NAO humanoid robot in three preschool classrooms. Using the Head Start Early Learning Outcomes Framework as a lens, the researchers qualitatively analyzed data from focus groups, observations, field notes and student artifacts, using grounded coding to uncover…
Descriptors: Robotics, Teaching Methods, Preschool Education, Interaction
Compen, Boukje; De Witte, Kristof; Schelfhout, Wouter – British Journal of Educational Technology, 2021
This study examines whether online teacher professional development (OTPD), in the form of an interactive webinar series that encourages collaborative learning, improves student achievement. We conducted a randomised controlled trial with 1102 students, 45 teachers and 30 secondary schools in Flanders, Belgium. As a basis for the study, we…
Descriptors: Money Management, Secondary School Students, Secondary School Teachers, Scores
Raghunath, Riyukta; Anker, Connie; Nortcliffe, Anne – British Journal of Educational Technology, 2018
Ownership of smartphones and tablets among the student population is growing. Students are using their devices to support their learning. Employers and employees are increasingly bringing their own smart devices into private and public organisations to support their business. This is leading to employees driving the Bring Your Own Device (BYOD)…
Descriptors: Ownership, Handheld Devices, Telecommunications, Teaching Methods
Rodríguez, Antonio; Boada, Imma; Thió-Henestrosa, Santiago; Sbert, Mateu – British Journal of Educational Technology, 2018
Cardiopulmonary resuscitation (CPR) is a first aid survival technique used to recover victims of cardiac arrest. To learn CPR different handheld device applications have been proposed. Most of them are based on sophisticated graphics and interaction techniques that make them inaccessible to visually impaired people. In this paper, we propose…
Descriptors: First Aid, Video Games, Teaching Methods, Visual Impairments
Cano, Ana Rus; Fernández-Manjón, Baltasar; García-Tejedor, Álvaro J. – British Journal of Educational Technology, 2018
Serious Games (SGs), defined as a game in which education (in its various forms) is the primary goal rather than entertainment, have been proven as an effective educational tool for engaging and motivating students. However, more research is needed to sustain the suitability of these games to train users with cognitive impairments. This empirical…
Descriptors: Educational Games, Intellectual Disability, Down Syndrome, Adults
Sim, Gavin; Read, Janet C. – British Journal of Educational Technology, 2016
Teaching practices within educational institutions have evolved through the increased adoption of technology to deliver the curriculum and the use of computers for assessment purposes. For educational technologists, there is a vast array of commercial computer applications available for the delivery of objective tests, and in some instances,…
Descriptors: Computer Assisted Testing, Educational Technology, Heuristics, Usability
Felix, Vanessa G.; Mena, Luis J.; Ostos, Rodolfo; Maestre, Gladys E. – British Journal of Educational Technology, 2017
Despite the potential benefits that computer approaches could provide for children with cognitive disabilities, research and implementation of emerging approaches to learning supported by computing technology has not received adequate attention. We conducted a pilot study to assess the effectiveness of a computer-assisted learning tool, named…
Descriptors: Down Syndrome, Bibliotherapy, Computer Assisted Instruction, Multimedia Instruction
Tong, Vincent C. H.; Chow, Danny S. L. – British Journal of Educational Technology, 2013
Student nonparticipation in electronic surveys represents a challenge to educators as it may impact significantly on the implementation or evaluation of the associated teaching activities. We here study the student evaluation of a pedagogical project consisting of prelecture online polling followed by linked revision lectures. This investigation…
Descriptors: Student Surveys, Student Participation, Student Attitudes, Online Surveys
Novak, Elena; Tassell, Janet Lynne – British Journal of Educational Technology, 2015
This dataset includes a series of 30 education-related majors' performance measures before and after they completed a 10-hour video game practice in a computer lab. The goal of the experimental study was to examine the effects of action video gaming on students' mathematics performance and mathematics anxiety as mediated by the effect of attention…
Descriptors: Video Games, Drills (Practice), Educational Games, Teaching Methods
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction
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