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Callaghan, Melissa N.; Reich, Stephanie M. – International Journal of Mobile and Blended Learning, 2020
Preschool-aged learners process information differently from older individuals, making it critical to design digital educational games that are tailored to capitalize on young children's learning capabilities. This in-depth literature synthesis connects features of digital educational game design--including visuals, feedback, scaffolding…
Descriptors: Preschool Children, Developmentally Appropriate Practices, Educational Games, Design
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Baran, Bahar; Yecan, Esra; Kaptan, Burak; Pasayigit, Ozan – Education and Information Technologies, 2020
Augmented reality technology has recently become one of the primary technologies for science education. Although augmented reality is attractive, a need exists for good content, implementation, and evaluations, as in every technology integration process. To this end, this study aims to develop and evaluate an augmented reality application to teach…
Descriptors: Grade 5, Elementary School Students, Teaching Methods, Computer Simulation
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Tamir, Emanuel; Etgar, Ran; Peled, Daniel – Research in Educational Administration & Leadership, 2020
Smartphone applications have become increasingly popular, influencing functioning in all life domains. This study investigated the influence of the WhatsApp application on decision-making processes among kindergarten-managers. The research aimed to investigate the types of decisions made using WhatsApp. To examine this, a 3-phase mixed-method…
Descriptors: Decision Making, Handheld Devices, Computer Mediated Communication, Computer Oriented Programs
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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
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Staudt Willet, K. Bret; Carpenter, Jeffrey P. – Journal of Research on Technology in Education, 2020
The website Reddit has received scant attention from educational researchers despite the presence of numerous teaching-related subreddits that host thousands of threaded conversations. The purpose of this study was to provide an initial comparison of discussions occurring in several different affinity spaces on Reddit. Because of the lack of…
Descriptors: Web Sites, Social Media, Social Networks, Network Analysis
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Lim, Kenneth Y. T.; Lim, Ryan – British Journal of Educational Technology, 2020
This study describes an approach to history education which leverages augmented reality (AR). Currently, most learning interventions with AR are designed from the paradigm of an expert-led model of teaching, where the AR artefact is created by a domain expert; under such a paradigm, the learner has limited ownership of the process of artefact…
Descriptors: Semiotics, Foreign Countries, Intervention, Computer Simulation
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Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
Council of Chief State School Officers, 2020
Any body of research evolves over time. Previous understandings become more nuanced, ideas are supported or rebuked, and, eventually we arrive at a clearer view of the issue. The research on score comparability across computerized devices is no exception. CCSSO [Council of Chief State School Officers] and the Center for Assessment have published…
Descriptors: Computer Assisted Testing, Scores, Intermode Differences, Influence of Technology
Linda L. Lampert – ProQuest LLC, 2020
The way that people communicate has changed over the years. We live in a society where people are always 'connected' and have the ability to be reached virtually anywhere (Lazzari, 2018). This study used a qualitative method with a descriptive case study design to thoroughly examine the school-wide implementation of a technology program as an…
Descriptors: Family School Relationship, Computer Software, Computer Mediated Communication, Organizational Communication
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Maryuningsih, Yuyun; Hidayat, Topik; Riand, R.; Rustaman, Nuryani Y. – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2022
Genetics is a subject that is quite difficult according to students. Various strategies and methods are used to understand genetics in learning to have genetic literacy. One way of increasing genetic literacy in students is to apply genetic problems based on an online discussion in genetics lectures. The research was conducted to determine the…
Descriptors: Genetics, Scientific Literacy, Problem Based Learning, Teaching Methods
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Çaliskan, Emre; Caner, Mustafa – Malaysian Online Journal of Educational Technology, 2022
Integrating recent technologies into the education environment is one of the dynamic requirements for teachers of digital age learners. Such requirements oblige teachers to have adequate technology competence and know-how to integrate them into their pedagogical practices. Thus, the present study intends to illustrate English Language teachers'…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Teachers
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AlAdwani, Amel; AlFadley, Anam – Journal of Education and Learning, 2022
COVID-19 pandemic made a sudden shift of all ages to online learning and distance learning instructions. However, there is a paucity of research to address the possible impacts of the pedagogical shift integrated into new online platforms on learning, interaction, and assessment, especially in higher education settings from the vantage point of…
Descriptors: Videoconferencing, Second Language Learning, Second Language Instruction, English (Second Language)
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Wang, Xianhui; Xing, Wanli – Journal of Educational Computing Research, 2022
This study explored youth with Autism Spectrum Disorder (ASD) learning social competence in the context of innovative 3D virtual learning environment and the effects of gaming as a central element of the learning experience. The empirical study retrospectively compared the social interactions of 11 adolescents with ASD in game-and nongame-based 3D…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Social Development
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McMonagle, Sarah – International Journal of Bilingual Education and Bilingualism, 2022
This paper provides insights into online language practices among bilingual teenagers who speak and learn a lesser-used language. Regarding language diversity, the internet is seen to pose both challenges to and opportunities for smaller languages. Focusing on German-Upper Sorbian adolescents, this study enquires to what extent new media and…
Descriptors: Language Maintenance, Language Usage, Computer Mediated Communication, German
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Alhadi, Moosa A. A.; Zhang, Dake; Wang, Ting; Maher, Carolyn A. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
This research synthesizes studies that used a Digitalized Interactive Component (DIC) to assess K-12 student mathematics performance during Computer-based-Assessments (CBAs) in mathematics. A systematic search identified ten studies that categorized existing DICs according to the tools that provided language assistance to students and tools that…
Descriptors: Computer Assisted Testing, Mathematics Tests, English Language Learners, Geometry
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