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Elin Ericsson; Johan Lundin; Sylvana Sofkova Hashemi – Journal of Research on Technology in Education, 2024
Speaking with an artificial counterpart in simulated environments has been shown beneficial for foreign language learning. Still, few studies have explored how it is experienced by younger students. We report on a study of Swedish students (N = 22) speaking English with embodied conversational agents (ECAs) in everyday-life scenarios. Data were…
Descriptors: Middle School Students, Teacher Attitudes, Second Language Learning, English (Second Language)
Tofel-Grehl, Colby; Feldon, David; Jeong, Soojeong; Searle, Kristin; Hansen, Tyler; Bennett, Brenda – Journal of Educational Research, 2023
The integration of making activities in classrooms provides a crucial opportunity for all students to gain equitable participation access to learning activities. However, for making to be incorporated into more classrooms, teachers must be adequately prepared with relevant knowledge and skills. This study is the first to compare the science…
Descriptors: Technology Uses in Education, Influence of Technology, Shared Resources and Services, Outcomes of Education
Dooly, Melinda; Thrasher, Tricia; Sadler, Randall – RELC Journal: A Journal of Language Teaching and Research, 2023
Recently, immersive virtual reality (VR) environments for language learning have garnered interest from researchers and practitioners alike, based on their realistic imitations of environments where target languages might be used for "authentic-like" interactions (with other learners, bots and avatars). However, the majority of research…
Descriptors: Second Language Learning, Learning Experience, Computer Simulation, Student Attitudes
Xiaoyi Tian – ProQuest LLC, 2024
As Artificial Intelligence (AI) becomes increasingly ubiquitous in society, conversational agents such as Siri, Alexa, and ChatGPT are shaping the experiences of younger generations. However, these young users often lack opportunities to learn about the inner workings of these AI technologies. One way to foster such learning is by empowering…
Descriptors: Artificial Intelligence, Technology Uses in Education, Access to Computers, Access to Education
Deoksoon Kim; Ho-Ryong Park; Oksana Vorobel – ECNU Review of Education, 2024
Purpose: This study investigates middle school students' learning experiences through digital storytelling, applying a multimodal analytical framework to uncover patterns in digital stories. This study explores how participants engage in pedagogical activities, reflect on their learning experiences, and articulate their voices through digital…
Descriptors: Middle School Students, Story Telling, Learning Experience, Educational Technology
Yanjun Zhang; Yijin Zhu – Educational Studies, 2024
With the increasing use of robotics in education, this study examined the influence of educational robotics on K-12 students' creativity and problem-solving skills by using Meta-analysis on 20 typical studies published from 2011 to 2021. Subsequent results exhibited five major points: 1) The overall effect of educational robotics was at 0.821; 2)…
Descriptors: Robotics, Educational Technology, Creativity, Problem Solving
de Guzman, Florentino I.; Magpantay, Marife S. – Online Submission, 2022
This study aimed at exploring students' engagement, difficulties, and meaningful learning experiences in Biology class relative to the use of the intervention material developed--the digitized concept stories. Students' engagement towards learning Biology and difficulties experienced in class were revealed through in-depth interviews with 20 Grade…
Descriptors: Foreign Countries, Grade 7, Biology, Science Instruction
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Sean J. Smith; Amber Rowland; Samantha Goldman; Adam Carreon – Journal of Special Education Leadership, 2024
The purpose of this qualitative study was to understand, from the perspective of students with disabilities, what special education leaders and their respective classroom educators should consider in the integration of artificial intelligence (AI) features and tools to support individualized instruction. This study utilized an immersive and…
Descriptors: Special Education, Leaders, Artificial Intelligence, Technology Uses in Education
Kim, Hye Yeong – Innovation in Language Learning and Teaching, 2021
The proliferation of educational technologies has had a profound impact on the dynamics of education and has raised questions regarding how the nature of teaching and learning should be conceptualized. This study explores how the use of technology mediates class interaction, shapes class discourse, and supports the English learners' language…
Descriptors: Educational Technology, Classroom Communication, Teaching Methods, Learning Processes
Rosenblum, L. Penny; Herzberg, Tina S. – Journal of Visual Impairment & Blindness, 2020
Introduction: To better understand the process students with visual impairments experience in learning and using braille as a literacy medium, the researchers conducted interviews. The role of technology in the literacy experiences of the students was also examined. Methods: Individual interviews were conducted with four triads (a student, a…
Descriptors: Middle School Students, High School Students, Student Attitudes, Middle School Teachers
Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
Lewis, Matthew; Steele, Jennifer L.; Santibañez, Lucrecia; Stecher, Brian M.; Hamilton, Laura; Faxon-Mills, Susannah; Rudnick, Mollie – Society for Research on Educational Effectiveness, 2013
Proficiency-based or competency-based approaches to education are undergoing a resurgence in both K-12 and higher education settings, spurred in part by advances in digital learning technologies. These approaches allow students to progress at their own pace through a diverse range of personalized learning experiences aligned to students'…
Descriptors: Pilot Projects, Learning Experience, Outcomes of Education, Program Implementation
Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers
Adams, Lisa G. – Science Scope, 2011
Take advantage of teen internet savvy and redirect students' online travels toward exploration of our environment through streaming real-time data (RTD). Studies have shown that using RTD adds relevancy to students' learning experiences and engages them in scientific investigations. (Contains 14 online resources and 5 figures.)
Descriptors: Middle School Students, Investigations, Educational Technology, Learner Engagement
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