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Chak-Him Fung; Kin-Keung Poon; Michael Besser; Ming-Chung Fung – Journal of Computer Assisted Learning, 2024
Background Study: The effects of the flipped classroom (FC) on students' academic performance remain ambiguous, and the use of pre-class videos may be one of the main factors hindering students' progress. A software package called GeoGebra has been proposed as a substitute for pre-class videos to aid students' learning. Objective: This study…
Descriptors: Flipped Classroom, Computer Software, Academic Achievement, Geometry
A Study on the Users' Experience in Learning Using a Virtual Reality Laboratory for Medical Sciences
Nur Effatul Fairuz Zainal Apandi; Nur Azlina Mohamed Mokmin; Regania Pasca Rassy – International Society for Technology, Education, and Science, 2023
As a result of the worldwide dissemination of COVID-19, educational institutions across the globe, particularly those that serve students in the field of science, have been mandated to close their doors. Consequently, educators and students have increasingly relied on educational technology to obtain a diverse array of resources. This research…
Descriptors: Usability, Computer Simulation, Laboratories, Medicine
Anna M. Brady-Ruehs; Adam Carreon; Toni Van Laarhoven; Jesse Johnson; Lynette Chandler – Education and Treatment of Children, 2024
This study used an adapted alternating treatments design to compare the effectiveness of two different procedures for fading video prompts for teaching two individuals with developmental disabilities and moderate intellectual disability to independently perform two different daily living tasks. The tasks were systematically faded from video…
Descriptors: Developmental Disabilities, Students with Disabilities, Instructional Effectiveness, Video Technology
Jane Pye; Jasmine Fledderjohann – Journal of Experiential Education, 2024
Background: The teaching and learning of skills in a classroom setting are often thought to require a resource-intensive approach. Purpose: This study explores the impact of a relatively basic and short communication skills teaching session on postgraduate students' self-perception of their skills. Methodology/Approach: Data was gathered using a…
Descriptors: Video Technology, Technology Uses in Education, Skill Development, Classroom Techniques
Kimberley L. M. Zonneveld; Alison D. Cox; Madeline M. Asaro; Kieva S. Hranchuk; Arezu Alami; Laura D. Kelly; Jan C. Frijters – Journal of Applied Behavior Analysis, 2024
Visual inspection of single-subject data is the primary method for behavior analysts to interpret the effect of an independent variable on a dependent variable; however, there is no consensus on the most suitable method for teaching graph construction for single-subject designs. We systematically replicated and extended Tyner and Fienup (2015)…
Descriptors: Graphs, Video Technology, Teaching Methods, Computer Software
Campbell, Laurie O.; Cox, Thomas D. – Journal of the Scholarship of Teaching and Learning, 2018
Students within this study followed the ICSDR (Identify, Conceptualize/Connect, Storyboard, Develop, Review/Reflect/Revise) development model to create digital video, as a personalized and active learning assignment. The participants, graduate students in education, indicated that following the ICSDR framework for student-authored video guided…
Descriptors: Video Technology, Qualitative Research, Graduate Students, Educational Technology
Ruth Estella Reneau – ProQuest LLC, 2024
Reading Fluency is a key skill that is classified as the bridge to comprehension and overall factor in student academic achievement. While the official language of Belize is English, the vast majority of Belizean Students are English Language Learners (Handbook of Policies and Procedures, 2000). Therefore, they may be at a disadvantage if they are…
Descriptors: Foreign Countries, High School Students, English Language Learners, Web Sites
Gunpinar, Yasemin; Pape, Stephen – Journal of Computers in Mathematics and Science Teaching, 2018
The purpose of this study was to investigate the ways that teachers use connected classroom technology (CCT) in conjunction with the Texas Instruments Nspire calculator to potentially support achievement on Algebra problems that require translation between representations (i.e., symbolic to graphical). Four Algebra I classrooms that initially…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Calculators
Van Horne, Sam; Henze, Marisa; Schuh, Kathy L.; Colvin, Carolyn; Russell, Jae-Eun – Journal of Computing in Higher Education, 2017
E-textbooks are more prevalent in college courses, but much recent research still shows that students prefer paper textbooks and have difficulty regulating their learning with digital course materials. Still, college instructors--especially in lower-division STEM courses--often adopt digital course materials with e-textbooks that include a variety…
Descriptors: Textbooks, Electronic Publishing, Educational Technology, Technology Uses in Education
Cruz, Mary Anne C. Dela; Albino, Michael G.; Tejome, Genre Marlyn Daffodil M.; Albino, Femia S.; Santos, Ernesto P. Delos, Jr. – International Journal of Technology in Education, 2023
The study focused on the use of video clips as instructional material and its impact on learning Creative Non-Fiction among Humanities and Social Sciences students in Subic National High School. The researchers used an experimental research design that involved a control group and an experimental group with a total of 60 participants. The…
Descriptors: Video Technology, Academic Achievement, Creative Writing, Nonfiction
Wang, Cheng-Hung; Lin, Hao-Chiang Koong – International Journal of Distance Education Technologies, 2018
In a traditional class, the role of the teacher is to teach and that of the students is to learn. However, the constant and rapid technological advancements have transformed education in numerous ways. For instance, in addition to traditional, face to face teaching, E-learning is now possible. Nevertheless, face to face teaching is unavailable in…
Descriptors: Educational Technology, Technology Uses in Education, Distance Education, Emotional Response
Wright, Patricia I.; Prescott, Rosalind – International Electronic Journal of Elementary Education, 2018
Although paraprofessionals are pivotal for the educational success of learners with autism, limited professional learning opportunities are provided resulting in inadequate application of evidence-based practices in their work. In this participatory action research study, thirty-six paraprofessionals participated in professional learning utilizing…
Descriptors: Technology Uses in Education, Evidence Based Practice, Public Education, Action Research
Dash, Sambit; Kamath, Ullas; Rao, Guruprasad; Prakash, Jay; Mishra, Snigdha – Biochemistry and Molecular Biology Education, 2016
Use of audio visual tools to aid in medical education is ever on a rise. Our study intends to find the efficacy of a video prepared on "fatty liver," a topic that is often a challenge for pre-clinical teachers, in enhancing cognitive processing and ultimately learning. We prepared a video presentation of 11:36 min, incorporating various…
Descriptors: Video Technology, Technology Uses in Education, Pretests Posttests, Feedback (Response)
Mark A. Banks – ProQuest LLC, 2022
It is estimated that less than 20% of young people worldwide are receiving the recommended 60 minutes of moderate-to-vigorous physical activity (MVPA) per day (Riley, Lubans, Holmes, & Morgan, 2014). Delaware and many other states around the country use FITNESSGRAM to assess students' overall physical fitness. The FITNESSGRAM® is a physical…
Descriptors: Physical Fitness, Physical Education, Program Implementation, Intervention
Seyedahmad Rahimi; Valerie J. Shute; Curt Fulwider; Katie Bainbridge; Renata Kuba; Xiaotong Yang; Ginny Smith; Ryan S. Baker; Sidney K. D'Mello – Grantee Submission, 2022
Learning does not automatically occur by playing educational games; instead, learning opportunities should be carefully designed in such games. For instance, research has indicated the importance of embedding learning supports within educational games to promote learning and other outcomes (e.g., enjoyment). However, more research is needed to…
Descriptors: Educational Games, Time Factors (Learning), Instructional Design, Problem Solving