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83 results

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1. Current educational technology research trends in Japan.

2. Authenticity in learning for the twenty-first century: bridging the formal and the informal.

3. Digital approaches to researching learners' computer interactions using gazes, actions, utterances and sketches.

4. Using cluster analysis for data mining in educational technology research.

5. Experience of integrating web 2.0 technologies.

6. Towards a science of motivated learning in technology-supported environments.

7. Curiosity, interest and engagement in technology-pervasive learning environments: a new research agenda.

8. Integrating text-to-speech software into pedagogically sound teaching and learning scenarios.

9. Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation.

10. Designing a learning curriculum and technology’s role in it.

11. Research Abstracts.

12. Research Abstracts.

13. Validity in Quantitative Content Analysis.

14. Competition and students’ perceptions in a game-based language learning environment.

15. Toward a framework on how affordances and motives can drive different uses of scaffolds: theory, evidence, and design implications.

16. Team design communication patterns in e-learning design and development.

17. The experiences of students with learning disabilities in a higher education virtual campus.

18. Are gender differences in perceived and demonstrated technology literacy significant? It depends on the model.

19. The influence of the use of technology on student outcomes in a blended learning context.

20. Validation study of a method for assessing complex ill-structured problem solving by using causal representations.

21. Computer-based assessment of Complex Problem Solving: concept, implementation, and application.

22. Team-based complex problem solving: a collective cognition perspective.

23. The effect of contextualized conversational feedback in a complex open-ended learning environment.

24. A teachable-agent-based game affording collaboration and competition: evaluating math comprehension and motivation.

25. Understanding enactivism: a study of affordances and constraints of engaging practicing teachers as digital game designers.

26. Learning effects of an experimental EFL program in Second Life.

27. Knowledge Building Discourse Explorer: a social network analysis application for knowledge building discourse.

28. Fostering personalized learning in science inquiry supported by mobile technologies.

29. Developing a pedagogical-technical framework to improve creative writing.

30. Development of a personalized educational computer game based on students' learning styles.

31. The role of affective and motivational factors in designing personalized learning environments.

32. Monitoring the effect of Internet use on students behavior case study: Technical Faculty Bor, University of Belgrade.

33. Designing for decision making.

34. Investigating the influences of a LEAPS model on preservice teachers' problem solving, metacognition, and motivation in an educational technology course.

35. Integrating physical activity data technologies into elementary school classrooms.

36. A review of online course dropout research: implications for practice and future research.

37. Representational guidance and student engagement: examining designs for collaboration in online synchronous environments.

38. A phenomenological approach to experiences with technology: current state, promise, and future directions for research.

39. Educational knowledge generation from administrative data.

40. Theory to reality: a few issues in implementing problem-based learning.

41. Prospective teachers' insights towards scaffolding students' writing processes through teacher-student role reversal in an online system.

42. Between eclecticism and orthodoxy in instructional design.

43. Self-regulation of motivation when learning online: the importance of who, why and how.

44. The design of motivational agents and avatars.

45. Contrasts in student engagement, meaning-making, dislikes, and challenges in a discovery-based program of game design learning.

46. Instructional design and project management: complementary or divergent?

47. Ask Systems: interrogative access to multiple ways of thinking.

48. The distance learner competencies: a three-phased empirical approach.

49. Learning materials recommendation using good learners' ratings and content-based filtering.

50. The Studio experience at the University of Georgia: an example of constructionist learning for adults.