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Kesson, Hugh – English Teaching: Practice and Critique, 2020
Purpose: Digital texts are increasingly widespread and research is needed on how students use digital texts, particularly in school-based classwork. The purpose of this study is to challenges persistent myths about young people's affinity with digital tools by investigating the factors that condition or limit the ways students interact with and…
Descriptors: Barriers, Computer Uses in Education, English Instruction, Grade 12
Peng Zhang; Gemma Tur – Digital Education Review, 2024
Although research has always related e-portfolios to self-regulated learning, recently agency, which includes individual, relational, and contextual domains, has also been highlighted. Likewise, agency has been explored in technological environments that support collaborative and co-design learning processes. This study, investigating the…
Descriptors: Student Attitudes, Foreign Countries, Chinese, International Schools
Kusuma, I Putu Indra; Mahayanti, Ni Wayan Surya; Adnyani, Luh Diah Surya; Budiarta, Luh Gede Rahayu – JALT CALL Journal, 2021
The advent of technology has enabled the implementation of e-portfolio in students speaking performance to collect and store their artifacts online. With the implementation of technology, e-portfolio tends to be incorporated with flipped classrooms. Previous studies, however, failed to consider the implementation of this incorporation, especially…
Descriptors: Electronic Publishing, Portfolios (Background Materials), Flipped Classroom, Speech Communication
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Ting, Siu-Man Raymond – Career Development Quarterly, 2009
The Chinese Career Key (CCK) Online was studied for its effectiveness and user satisfaction. Study participants were 92 students at a public high school in Hong Kong. The research findings provide preliminary evidence of reliability, validity, and user satisfaction for the CCK Online. Limitations and implications for future studies and counseling…
Descriptors: Foreign Countries, Evaluation Methods, Electronic Publishing, Career Guidance
Miller, Jerold D.; Hufstedler, Shirley M. – Australian Teacher Education Association, 2009
Cyberbullying is a global problem with a wide range of incidents reported in many countries. This form of bullying may be defined as harassment using technology such as social websites (MySpace/Facebook), email, chat rooms, mobile phone texting and cameras, picture messages (including sexting), IM (instant messages), or blogs. Cyberbullying…
Descriptors: Web Sites, Electronic Publishing, Action Research, Suicide