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Sarah MacIsaac; Shirley Gray; Maria José Camacho-Miñano; Emma Rich; Kristiina Kumpulainen – Health Education Journal, 2024
Objective: This paper forms part of a DigihealthPE project in which we have been working with physical education (PE) teachers to co-create critical and embodied digital health pedagogies. As part of the project, we invited PE teachers to mind map their personal engagements with digital health technologies. We aimed to explore the potential…
Descriptors: Foreign Countries, Physical Education Teachers, Health Education, Technology Uses in Education
Sandra I. Sobel; John Dube – Advances in Physiology Education, 2024
Rates of obesity continue to rise in the United States and across the globe. Obesity is a risk factor for developing insulin resistance, type 2 diabetes, and cardiovascular disease. For clinicians, other health care providers, and educators, providing patients with accurate and meaningful information about obesity, including lifestyle (diet and…
Descriptors: Social Media, Obesity, Health Education, Handheld Devices
Linxuan Zhao; Dragan Gaševic; Zachari Swiecki; Yuheng Li; Jionghao Lin; Lele Sha; Lixiang Yan; Riordan Alfredo; Xinyu Li; Roberto Martinez-Maldonado – British Journal of Educational Technology, 2024
Effective collaboration and teamwork skills are critical in high-risk sectors, as deficiencies in these areas can result in injuries and risk of death. To foster the growth of these vital skills, immersive learning spaces have been created to simulate real-world scenarios, enabling students to safely improve their teamwork abilities. In such…
Descriptors: Automation, Transcripts (Written Records), Coding, Teamwork
Johnson, Ingrid; Barry, Jim – Journal of Physical Education, Recreation & Dance, 2023
Social Media is a part of life these days, a majority of students use social media as a way to interact with each other, get information and keep up with current events. As teachers we can embrace this and help guide our students on how to use social media as digital citizens properly. This is how two professionals use twitter to engage themselves…
Descriptors: Social Media, Technology Uses in Education, Networks, Teacher Collaboration
Aysha Jawed; Anna Hogan – American Journal of Health Education, 2024
Background: Tobacco use and dependence alongside environmental tobacco exposure collectively form a leading cause of morbidity and mortality for the global population. Several clinical and public health interventions have sought to address this growing epidemic on both micro and macro levels. One national campaign, "Tips From Former…
Descriptors: Smoking, Health Education, Social Media, Video Technology
Erhan Elmaoglu; Adnan Batuhan Coskun; Selda Yüzer Alsaç – American Journal of Health Education, 2024
Recent years have seen growing interest in the potential contributions of Artificial Intelligence (AI)-based technologies to children's health education. Specifically, ChatGPT, a language processing model developed by OpenAI, represents a significant advancement in this field. By presenting child health-related information in an understandable and…
Descriptors: Artificial Intelligence, Health Education, Educational Technology, Barriers
Hasibuan, Sanusi; Chairad, Muhammad – International Journal of Education in Mathematics, Science and Technology, 2023
The development of Augmented Reality (AR) media is the goal of this research. The research method used in this research activity is development research. This method is carried out in nine steps. Research data were collected through interviews, observation and questionnaires. The instruments used to measure the quality of teaching materials are…
Descriptors: Computer Simulation, Anatomy, Technology Uses in Education, Student Satisfaction
J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning
Yavuz Selim Kiyak; Alex Poor; Isil Irem Budakoglu; Özlem Coskun – Discover Education, 2022
The efficacy of health professions education (HPE) is more and more reliant on leveraging new technologies as they emerge. The nascent "Web 3.0" is shifting us away from traditional centralized architectures for capture and storage of information, and aims to decentralize and distribute it. Blockchain has received a large amount of…
Descriptors: Health Education, Web 2.0 Technologies, Information Technology, Information Retrieval
Ahson, Kemal; Kumpulainen, Kristiina; Gray, Shirley; Camacho Miñano, Maria José; Rich, Emma – Learning, Media and Technology, 2023
The potential for technologies to transform health and physical education (HPE) has received increasing international attention in both policy and academic contexts. However, what is absent from much of this work is a lack of appreciation of the spatial dimension that recognises the relationship between "how" young people use digitised…
Descriptors: Health Education, Physical Education, Technology Integration, Influence of Technology
Setty, Emily – Pastoral Care in Education, 2023
Young people's socio-sexual lives and development have become increasingly digitally mediated over recent years. There are implications for classroom-based Relationships, Sex, and Health Education (RSHE), which has recently been made mandatory in most state-maintained schools in England. The evidence base pertaining to good practice in RSHE is…
Descriptors: Educational Technology, Sex Education, Health Education, Interpersonal Relationship
Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
Nittayathammakul, Vitsanu; Chatwattana, Pinanta; Piriyasurawong, Pallop – International Education Studies, 2022
The crowd context-based learning process via IoT wearable technology [IoTW-driven Crowd context-based learning (CCBL)] is a new learning paradigm that integrates Technological Cybergogical Content Knowledge (TCACK) based on connectivism, cognitive tools and information processing theories to promote digital health literacy. In this study, the…
Descriptors: Internet, Assistive Technology, Technology Integration, Digital Literacy
Smith, Erika E.; Kahlke, Renate; Judd, Terry – Australasian Journal of Educational Technology, 2020
In 2001, Prensky characterised a new generation of learners entering higher education as "digital natives" -- naturally digitally literate and inherently proficient users of technology. While many educational technology researchers have long argued for the need to move beyond the digital native assumptions proposed by Prensky and other…
Descriptors: Technology Integration, Professional Education, Educational Technology, Technological Literacy
Bora, Kaustubh; Pagdhune, Avinash; Patgiri, Saurav Jyoti; Barman, Bhupen; Das, Dulmoni; Borah, Probodh – Health Education Research, 2021
Social media offers an opportune platform for educating the public about the recommended interventions during global health emergencies. This case study evaluated information in the popular social media platform YouTube about two key interventions (namely, 'social distancing' and 'hand washing') recommended during coronavirus disease-2019. Using…
Descriptors: Social Media, Health Education, Public Health, COVID-19