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Andreas de Barros – Annenberg Institute for School Reform at Brown University, 2023
Explaining the productivity paradox--the phenomenon where an introduction of information and communication technology (ICT) does not lead to improvements in labor productivity--is difficult, as changes in technology often coincide with adjustments to working hours and substitution of labor. I conduct a cluster-randomized trial in India to…
Descriptors: Productivity, Educational Technology, Technology Uses in Education, Information Technology
Ayana Paskins – ProQuest LLC, 2023
The influx of technology in the high school classroom has increased the demand for technology integration. But teachers struggle to implement technology in their lessons, which suggests that there may be barriers in their knowledge of content and pedagogy in a technology-driven lesson design. The purpose of this basic qualitative study was to…
Descriptors: Teacher Attitudes, Pedagogical Content Knowledge, Teacher Characteristics, Technology Uses in Education
Yildirim, Latife; Karahan, Engin – Digital Education Review, 2023
The purpose of this study is to investigate how gamification using Web 2.0 tools affects secondary school students' listening comprehension skills on a German second language course. The sub-purposes are to investigate the study's outputs, such as course interest and academic motivation. The design of the study was action research, which is one of…
Descriptors: Web 2.0 Technologies, Gamification, Listening Comprehension, German
Montorya Lavonne Boswell – ProQuest LLC, 2024
The problem addressed in this study was that teachers underestimate the benefits of technology usage in grade nine Algebra mathematics classrooms. The purpose of this quantitative quasi-experimental study was to examine how the use of a supplemental digital mathematics tool affected achievement scores among grade nine Algebra mathematics students…
Descriptors: Supplementary Education, Secondary School Mathematics, Grade 9, Instructional Effectiveness
Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
Spyridoula Tsouganatou – ProQuest LLC, 2024
The purpose of this dissertation is to identify quality indicators for visual based learning material for technology education classes for grades 6th to 9th. This is a three round Delphi study aimed in answering the following research question. RQ: What are the quality indicators that contribute to the successful selection of visual-based learning…
Descriptors: Grade 6, Grade 7, Grade 8, Grade 9
Safwa Abdul-Aziz – ProQuest LLC, 2024
Many students struggle with decoding and implementing feedback given to them on writing assignments. Researchers and instructors have used various technologies and strategies to improve students' uptake of feedback given on written assignments, one of which is a form of video feedback called screencasting. Research has been conducted on students'…
Descriptors: Visual Aids, Video Technology, Feedback (Response), Secondary School Teachers
Gault, Jimmy; Cuevas, Josh A. – International Journal of Technology in Education, 2022
As society becomes more technologically advanced, digital instructional strategies continue to emerge. Students are becoming more involved with technology, and schools must supply students with more tools to succeed in an increasingly technology-based world. This study examined the impact of technology-based strategies in a high school social…
Descriptors: Blended Learning, High School Students, Instructional Effectiveness, Social Studies
Aakash Kumar – ProQuest LLC, 2022
Many efforts to reform science educational standards and structure have placed an emphasis on directing learners to communicate about concepts using external representations (ERs). Techniques to develop competencies with ERs often ask learners to develop understanding outside of a physical context while concurrently making connections back to the…
Descriptors: Magnets, Scientific Concepts, Science Instruction, Computer Simulation
Branko Andic; Mirjana Maricic; Filiz Mumcu; Theodosia Prodromou; Janika Leoste; Musa Saimon; Zsolt Lavicza – Smart Learning Environments, 2024
Educational Robotics (ER) has emerged as one of the tools to improve STEM learning in primary education if students are properly instructed. However, there is a lack of studies that guide teachers on which type of instruction should be used for ER in STEM between direct (DI) and indirect instruction (II). As a result, the present study aims to…
Descriptors: Direct Instruction, Educational Technology, Robotics, Task Analysis
Tshering Dorji; Sumitra Subba; Tshering Zangmo – Journal of Science Education and Technology, 2024
This study employed a non-equivalent quasi-experimental pre-test/post-test control-group design to study the effect of the PhET simulation intervention on students' engagement, satisfaction, and academic achievement in the learning of direct current electric circuit concepts among Bhutanese students. We analysed the pre- and post-test scores and…
Descriptors: Computer Simulation, Technology Uses in Education, Learner Engagement, Student Satisfaction
Chen, Li-Ting; Liu, Leping; Tretheway, Phillip – Computers in the Schools, 2022
Teachers have faced various challenges during the coronavirus pandemic, including lack of skills and knowledge to teach remotely, unstable or no internet access for students in rural areas, and increasing needs to stimulate student motivation. In this article, we introduce the design, development, and implementation of a stand-alone package of…
Descriptors: Video Technology, Distance Education, Audiovisual Aids, Mathematics Instruction
David Donald Harwood – ProQuest LLC, 2023
The main purpose of this qualitative study was to investigate the challenges faced in teaching, learning, and technology in online geometry classes. The perspectives of online geometry students and teachers provided insights into the effectiveness of online geometry learning. A qualitative descriptive design was used to gain insights into the…
Descriptors: Geometry, Online Courses, Mathematics Instruction, Instructional Effectiveness
Karina Valariie Anne Mariadas; Farrah Dina Yusop – Curriculum and Teaching, 2024
The purpose of this study was to evaluate that project-based learning results in learners to be intrinsically motivated when learning History. Three methods were implemented in this study, namely role playing, poster-making and mixed projects (i.e., role playing and poster-making). To further enhance the understanding of intrinsic motivation, the…
Descriptors: Foreign Countries, Active Learning, Student Projects, History Instruction