NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 14 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Yanjun Zhang; Yanping Liang; Xiaohong Tian; Xiao Yu – Educational Technology Research and Development, 2024
Due to its task-based, gamified, and interactive features, unplugged programming activity has been widely employed in education and teaching as an activity away from electronic screens and other digital devices. There is ongoing debate over how to help K-9 pupils develop their computational thinking through unplugged programming activities. Based…
Descriptors: Elementary Secondary Education, Teaching Methods, Computation, Thinking Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Hava, Kevser; Guyer, Tolga; Cakir, Hasan – Educational Technology Research and Development, 2020
The purpose of this research is to investigate students' learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five…
Descriptors: Academically Gifted, Teaching Methods, After School Programs, Problem Solving
Peer reviewed Peer reviewed
Direct linkDirect link
Kausalai Kay Wijekumar; Karen R. Harris; Steve Graham; Puiwa Lei – Educational Technology Research and Development, 2022
A central goal of upper elementary schools is improving students' skills to write persuasively using source materials. This study focused on three important areas of writing at the upper elementary grade levels. First, the web-based intelligent tutoring system for the text structure strategy (ITSS) was used to teach children how to read source…
Descriptors: Elementary School Students, Grade 5, Persuasive Discourse, Writing (Composition)
Peer reviewed Peer reviewed
Direct linkDirect link
Cheng, Li; Ritzhaupt, Albert D.; Antonenko, Pavlo – Educational Technology Research and Development, 2019
The flipped classroom instructional strategy is thought to be a good way to structure learning experiences to improve student learning outcomes. Many studies have been conducted to examine the effects of flipped classroom on student learning outcomes compared to the traditional classroom, but the results were inconclusive. The purpose of this…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Vandercruysse, Sylke; ter Vrugte, Judith; de Jong, Ton; Wouters, Pieter; van Oostendorp, Herre; Verschaffel, Lieven; Elen, Jan – Educational Technology Research and Development, 2017
In this study we focus on the integration of mathematical learning content (i.e., proportional reasoning) in game-based learning environments (GBLE). More specifically, two kinds of GBLEs are set up: an extrinsically integrated GBLE and an intrinsically integrated GBLE. In the former environment, the mathematical content is not part of the core…
Descriptors: Mathematics Instruction, Educational Games, Teaching Methods, Vocational Education
Peer reviewed Peer reviewed
Direct linkDirect link
Denham, André R. – Educational Technology Research and Development, 2018
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Lin, Li-Chun; Hung, I-Chun; Kinshuk; Chen, Nian-Shing – Educational Technology Research and Development, 2019
A cyber-flipped course was conducted with the flipped classroom pedagogy by using a wholly online approach for all learning activities in asynchronous and synchronous class sessions. Literature suggests that traditional flipped courses can effectively enhance students' learning outcomes in comparison to non-flipped courses. However, conducting all…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Nebel, Steve; Schneider, Sascha; Beege, Maik; Kolda, Franziska; Mackiewicz, Valerie; Rey, Günter Daniel – Educational Technology Research and Development, 2017
Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Cooperative Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Gwo-Dong; Fan, Cheng-Yu; Chang, Chih-Kai; Chang, Yun-Hsuan; Chen, Yen-Hua – Educational Technology Research and Development, 2018
In traditional learning, students passively absorb the materials provided by their teachers or textbooks. Thus, their learning autonomy is insufficient, and this affects learning motivation. Students find it difficult to absorb the knowledge taught in a classroom and apply it to real life. We combined situated learning and learning through drama…
Descriptors: Educational Technology, Technology Uses in Education, Visual Aids, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos – Educational Technology Research and Development, 2017
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Descriptors: Educational Games, Educational Technology, Student Attitudes, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Chu, Hui-Chun; Chang, Shao-Chen – Educational Technology Research and Development, 2014
Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test…
Descriptors: Educational Technology, Computer Games, Educational Games, Program Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Han, Jeonghye; Jo, Miheon; Hyun, Eunja; So, Hyo-jeong – Educational Technology Research and Development, 2015
Amid the increasing interest in applying augmented reality (AR) in educational settings, this study explores the design and enactment of an AR-infused robot system to enhance children's satisfaction and sensory engagement with dramatic play activities. In particular, we conducted an exploratory study to empirically examine children's perceptions…
Descriptors: Simulated Environment, Play, Robotics, Satisfaction
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Hung, Woei – Educational Technology Research and Development, 2011
The success of an intervention depends not only upon its theoretical soundness, but also on proper implementation that reflects the guidelines derived from its theoretical conception. Debates surrounding the effectiveness of problem-based learning (PBL) have focused on its theoretical conception and students' learning outcomes, but implementation…
Descriptors: Evidence, Problem Based Learning, Learning Processes, Teaching Methods