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Yiling Hu; Yanjun Chen; Bian Wu – Educational Technology & Society, 2025
As a key professional competence of teachers, empathy involves whether teachers can stand in the student's position to pay attention, understand their behavior, and make reasonable judgment and explanation of it. Researchers have discovered that 360° virtual reality (360° VR), a relatively recent form of media, can be particularly powerful in…
Descriptors: Empathy, Preservice Teachers, Teacher Education Programs, Video Technology
Chin-Yuan Lai; Li-Ju Chen – Educational Technology & Society, 2025
Web-based multimedia annotation is a valuable tool for engaging learners with diverse materials. This study aimed to assess the effects of multimedia annotation on student performance, self-regulation, and cognitive load in an online learning environment. We developed and implemented a multimedia annotation system in an online biology class using…
Descriptors: Multimedia Materials, Instructional Effectiveness, Metacognition, Cognitive Ability
Wu, Ying-Tien; Wang, Li-Jen – Educational Technology & Society, 2023
Previous research has revealed that university students have multiple learning difficulties in argumentative essay writing (AEW). To address this issue, Knowledge building (KB) pedagogy that aims to create holistic learning environments highlighting idea-refinement, learner agency, and collaborative discourse could be promising. Therefore, this…
Descriptors: Undergraduate Students, Essays, Writing Instruction, Comparative Analysis
Jaeho Jeon; Seongyong Lee – Educational Technology & Society, 2024
Flipped learning is gaining prominence in EFL classrooms, where it has been shown to provide various advantages. However, the literature has not adequately addressed the integration of L2 interaction outside the classroom into flipped learning design. Accordingly, given the ubiquitous and interactive nature of chatbot technology, we designed a…
Descriptors: Flipped Classroom, English (Second Language), Second Language Learning, Second Language Instruction
Liu, Pei-Lin; Chen, Chiu-Jung – Educational Technology & Society, 2023
This study aimed to examine the effects of an AI-based object detection translation (AI-based ODT) application (app) on EFL students' vocabulary learning. We developed a system that utilized strategies to facilitate learners' vocabulary learning. The app applied dual code theory to present the objects in picture, word, and pronunciation formats.…
Descriptors: Translation, Artificial Intelligence, Computational Linguistics, Computer Software
Jiang, Michael Yi-Chao; Jong, Morris Siu-Yung; Lau, Wilfred Wing-Fat; Chai, Ching-Sing; Wu, Na – Educational Technology & Society, 2023
This study examined the effects of using automatic speech recognition (ASR) technology on Chinese students' willingness to communicate (WTC) in oral English and the development trajectories of their interactional features in a flipped EFL context. One hundred sixty undergraduates from a Chinese university participated in the 14-week…
Descriptors: Audio Equipment, English (Second Language), Second Language Instruction, Second Language Learning
Yeh, Yu-chu; Chang, Chih-Yen; Ting, Yu-Shan; Chen, Szu-Yu – Educational Technology & Society, 2020
To date, no study has examined whether enhancing mindfulness in everyday life through varied smartphone-based interventions involving photo taking could improve creativity or whether the beliefs toward mobile-based learning would influence such mindfulness learning effect. This study, therefore, developed the inventory "Beliefs toward Mobile…
Descriptors: Creativity, Metacognition, Intervention, Telecommunications
Daradoumis, Thanasis; Arguedas, Marta – Educational Technology & Society, 2020
There is an increasing interest in the ways pedagogical agents can provide cognitive, emotional, and metacognitive support to students. Moreover, several research studies have proposed various approaches for cultivating students' reflective learning. A variety of research has also been conducted into interrelations between metacognition and…
Descriptors: Metacognition, Learning Activities, Feedback (Response), High School Students
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate – Educational Technology & Society, 2016
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Descriptors: Teaching Methods, Programming, Learner Engagement, Educational Games
Twissell, Adrian – Educational Technology & Society, 2018
Abstract electronics concepts are difficult to develop because the phenomena of interest cannot be readily observed. Visualisation skills support learning about electronics and can be applied at different levels of representation and understanding (observable, symbolic and abstract). Providing learners with opportunities to make transitions…
Descriptors: Electronics, Case Studies, Concept Formation, Scientific Concepts
Schroeder, Noah L. – Educational Technology & Society, 2017
According to cognitive load theorists, the incorporation of extraneous features, such as pedagogical agents, into the learning environment can introduce extraneous cognitive load and thus interfere with learning outcome scores. In this study, the influence of a pedagogical agent's presence in an instructional video was compared to a video that did…
Descriptors: Teaching Methods, Cognitive Processes, Difficulty Level, Teacher Influence
Yoon, Susan; Anderson, Emma; Lin, Joyce; Elinich, Karen – Educational Technology & Society, 2017
Research on learning about science has revealed that students often hold robust misconceptions about a number of scientific ideas. Digital simulation and dynamic visualization tools have helped to ameliorate these learning challenges by providing scaffolding to understand various aspects of the phenomenon. In this study we hypothesize that…
Descriptors: Computer Simulation, Scientific Concepts, Concept Formation, Visualization
Chen, Ching-Huei; Liu, Jun-Han; Shou, Wen-Chuan – Educational Technology & Society, 2018
Although educational games have become prevalent in recent research, only a limited number of studies have considered learners' learning behaviors while playing a science problem-solving game. Introducing a competitive element to game-based learning is promising; however, research has produced ambiguous results, indicating that more studies should…
Descriptors: Competition, Educational Games, Teaching Methods, Science Instruction
Tegos, Stergios; Demetriadis, Stavros – Educational Technology & Society, 2017
Research in computer-supported collaborative learning has indicated that conversational agents can be pedagogically beneficial when used to scaffold students' online discussions. In this study, we investigate the impact of an agile conversational agent that triggers student dialogue by making interventions based on the academically productive talk…
Descriptors: Cooperative Learning, Prior Learning, Intervention, Outcomes of Education

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