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Ali Abusalem; Lorraine Bennett; Dimitra Antonelou-Abusalem – Athens Journal of Education, 2024
Before the COVID-19 outbreak, universities were already exploring the potential of online education. Colleges and universities throughout the world became more reliant on online learning management systems (LMSs) and videoconferencing tools like "Zoom" and "Microsoft Teams" during the 2020-2021 campus' lockdowns. The transition…
Descriptors: Electronic Learning, Learner Engagement, School Holding Power, Foreign Countries
Schultz, Madeleine; Lim, Kieran F.; Goh, Yoong Kuan; Callahan, Damien L. – Assessment & Evaluation in Higher Education, 2022
Restrictions on movement during the COVID-19 pandemic led to assessment being conducted online, which gave students opportunities to use internet search engines during examinations. We found that in some cases internet searches resulted in characteristic incorrect responses, and around one third of students entered these answers to examination…
Descriptors: Student Characteristics, Online Searching, Internet, Chemistry
Liliana, Liliana; Santosa, Paulus Insap; Kusumawardani, Sri Suning – World Journal on Educational Technology: Current Issues, 2022
Massive Open Online Course (MOOCs) has helped develop the education sector since the COVID-19 pandemic, though it causes low retention. This study used a systematic literature review method to analyze the factors affecting the retention level of MOOCs participants in developing countries and worldwide. A total of 89 publications in the Scopus…
Descriptors: MOOCs, Academic Persistence, Usability, Value Judgment
Adams, Jonathan; Flavell, Fallyn; Raureti, Ramari – Research in Learning Technology, 2022
Pedagogy in vocational education is challenged by the increasing availability of mixed reality (MR) technologies. Wearable technologies such as the Microsoft HoloLens are being embedded in nursing education programmes in Aotearoa New Zealand and Australia and explored in other subject areas such as construction, architecture, and engineering.…
Descriptors: Computer Simulation, Assistive Technology, Educational Technology, Vocational Education
Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
Vasilevski, Nikolche; Birt, James – Research in Learning Technology, 2020
Mixed reality (MR) and mobile visualisation methods have been identified as important technologies that could reimagine spatial information delivery and enhance higher education practice. However, there is limited research on the impact of mobile MR (MMR) within construction education and improvement of the learners' experience. With new building…
Descriptors: Educational Technology, Technology Uses in Education, Lecture Method, Experiential Learning
Schriever, Vicki; Simon, Susan; Donnison, Sharn – International Journal of Early Years Education, 2020
This paper reports on the perceptions early childhood teachers hold about digital technologies, children and childhood and how their perceptions influence their pedagogical decision-making. Symbolic interactionism was the theoretical lens used to give insights and meanings to the early childhood teachers views, experiences and ascribed meanings.…
Descriptors: Preschool Teachers, Kindergarten, Educational Technology, Teaching Methods
Smith, Erika K.; Kaya, Ece – IAFOR Journal of Education, 2021
The impacts of COVID-19 have been widespread, and the education sector has not been immune to its effects. In March 2020 Australian universities were forced into a shutdown, which prompted an unanticipated, sudden shift in education, from on-campus and face-to-face to an off-campus and online mode of teaching and learning. This paper describes the…
Descriptors: Foreign Countries, COVID-19, Pandemics, Online Courses
Malecka, Bianka; Ajjawi, Rola; Boud, David; Tai, Joanna – Assessment & Evaluation in Higher Education, 2022
Feedback is justified when it has a positive influence on students' subsequent performance. Opportunities for student action need therefore to be consciously designed if feedback is to influence learning. In this paper, we discuss how ipsative design of feedback processes, i.e. involving comparison of a student's current performance with a…
Descriptors: Feedback (Response), Educational Technology, Portfolios (Background Materials), Teacher Student Relationship
Kalogeropoulos, Penelope; Roche, Anne; Russo, James; Vats, Sapna; Russo, Toby – EURASIA Journal of Mathematics, Science and Technology Education, 2021
In early 2020, due to the COVD-19 pandemic, Australian schools were closed and students began an unprecedented time of remote learning. The current study aimed to understand how teachers planned and implemented mathematics learning programs for their students, the challenges they encountered, as well as the degree to which their students were…
Descriptors: COVID-19, Pandemics, Elementary School Teachers, Elementary School Students
Rasalam, Roy; Bandaranaike, Suniti – International Journal of Work-Integrated Learning, 2020
In the current context of COVID-19 restrictions, the perceived infection risk in healthcare facilities has resulted in limited opportunities for clinical placements. This paper aims to demonstrate how virtual WIL clinics (virtual simulated general practice clinics), provide an authentic clinical experience and to ascertain whether these virtual…
Descriptors: COVID-19, Pandemics, Experiential Learning, Work Experience Programs
Hitchens, Michael; Tulloch, Rowan – Interactive Technology and Smart Education, 2018
Purpose: The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Attitudes
Southgate, Erica; Budd, Janene; Smith, Shamus – Australian Journal of Teacher Education, 2017
Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Flückiger, Bev; Dunn, Julie; Stinson, Madonna – Australian Journal of Education, 2018
This article reports on a study investigating young children's views about learning. The researchers engaged 200 Australian children from 3 to 8 years of age in conversations about how they liked to learn. In an attempt to privilege children's voices, the direct words of the participating children are used in the reporting of results. The children…
Descriptors: Foreign Countries, Young Children, Student Attitudes, Early Childhood Education
Ijaz, Kiran; Bogdanovych, Anton; Trescak, Tomas – Interactive Learning Environments, 2017
In this paper, we investigate an application of virtual reality and artificial intelligence (AI) as a technological combination that has a potential to improve the learning experience and engage with the modern generation of students. To address this need, we have created a virtual reality replica of one of humanity's first cities, the city of…
Descriptors: Educational Technology, Technology Uses in Education, History Instruction, Simulated Environment