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Villena-Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; Diago, Pascual D. – Technology, Pedagogy and Education, 2023
Virtual Reality (VR) is an emerging technology with an increasing number of studies assessing its benefits in educational settings. However, there is a shortage of empirical studies aimed at evaluating the acceptance of this technology in primary education. The authors propose an extended version of the Technological Acceptance Model to examine…
Descriptors: Educational Technology, Computer Simulation, Electronic Learning, Elementary School Students
Cetin, Halise Sibel – International Technology and Education Journal, 2018
The purpose of this study was to investigate the usability of the Kahoot!, the digital assessment tool, in elementary schools. With this respect, the participants were selected by using the simple random sampling method. 23 students and 1 teacher in state elementary school in Mugla in Turkey participated in the study in the spring term of the…
Descriptors: Usability, Educational Technology, Technology Integration, Electronic Learning
Hwang, Gwo-Haur; Chu, Hui-Chun; Chen, Beyin; Cheng, Zheng Shan – International Journal of Distance Education Technologies, 2014
The rapid progress of wireless communication, sensing, and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. It can be viewed as a new learning style which has been called context-aware ubiquitous learning. Most context-aware ubiquitous learning…
Descriptors: Web 2.0 Technologies, Electronic Learning, Educational Technology, Experiential Learning
Wijekumar, Kausalai; Meyer, Bonnie J. F.; Lei, Puiwa – International Association for Development of the Information Society, 2014
Reading in the content areas of science, social studies, and current events is a difficult task that is even more elusive to Spanish speaking English language learners. There is a huge increase in children transitioning from their L1 (e.g., Spanish) to L2 (e.g., English) in classrooms across the US. These ELs face challenges due to a lack of…
Descriptors: Content Area Reading, Reading Comprehension, Grade 4, Grade 5
So, Youngsoon; Zapata-Rivera, Diego; Cho, Yeonsuk; Luce, Christine; Battistini, Laura – Educational Technology & Society, 2015
We explored the use of technology-assisted, trialogue-based tasks to measure the English language proficiency of students learning English as a second or foreign language. A presumed benefit of the system for language assessment is its suitability for use in scenario-based tasks that integrate multiple language skills. This integration allows test…
Descriptors: English (Second Language), Second Language Learning, Language Proficiency, Technology Uses in Education
Joo, Young Ju; Joung, Sunyoung; Choi, Se-Bin; Lim, Eugene; Go, Kyung Yi – International Association for Development of the Information Society, 2014
The purpose of this study is to explore variables affecting the acceptance of digital textbooks in the elementary school environment and provide basic information and resources to increase the intention of acceptance. Based on the above research purposes. Surveys were conducted using Google Docs targeting randomly selected elementary school…
Descriptors: Electronic Publishing, Textbooks, Student Attitudes, Elementary School Students
Cheng, Yuh-Ming; Lou, Shi-Jer; Kuo, Sheng-Huang; Shih, Ru-Chu – Australasian Journal of Educational Technology, 2013
In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based…
Descriptors: Student Attitudes, Primary Education, Environmental Education, Intention
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning