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188 results

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1. Linguistic Analysis of Extended Examination Answers: Differences between On-Screen and Paper-Based, High- and Low-Scoring Answers

2. What Makes Tablet-Based Learning Effective? A Study of the Role of Real-Time Adaptive Feedback

3. Digital Instinct--A Keyword for Making Sense of Students' Digital Practice and Digital Literacy

4. Investigating the Relationship between Math Literacy and Linguistic Synchrony in Online Mathematical Discussions through Large-Scale Data Analytics

5. Understanding Why Educational Professionals Engage with Podcasts: Educational Podcasts Motivational Scale Development and Validation

6. What Next for Universal Design for Learning? A Systematic Literature Review of Technology in UDL Implementations at Second Level

7. Co-Designing Teacher Support Technology for Problem-Based Learning in Middle School Science

8. A Framework of Literacy Development and How AI Can Transform Theory and Practice

9. Designing Learning Experiences for Outdoor Hybrid Learning Spaces

10. Learning Analytics Application to Examine Validity and Generalizability of Game-Based Assessment for Spatial Reasoning

11. Semiotics, Memory and Augmented Reality: History Education with Learner-Generated Augmentation

12. Linguistic analysis of extended examination answers: Differences between on-screen and paper-based, high- and low-scoring answers.

13. Reproduction and Transformation of Students' Technology Practice: The Tale of Two Distinctive Secondary Student Cases

14. Students' Actual Purposes When Engaging with a Computerized Simulation in the Context of Citizen Science

15. Teachers' Trust in AI-Powered Educational Technology and a Professional Development Program to Improve It

16. Learning Ecologies through a Lens: Ontological, Methodological and Applicative Issues. A Systematic Review of the Literature

17. Sustaining Affective Resonance: Co-Constructing Care in a School-Based Digital Design Studio

18. A systematic review of empirical studies using log data from open‐ended learning environments to measure science and engineering practices.

19. Serious Games as a Malleable Learning Medium: The Effects of Narrative, Gameplay, and Making on Students' Performance and Attitudes

20. Smart in Mathematics? Exploring the Effects of In-Class-Level Differentiation Using SMARTboard on Math Proficiency

21. Constructionist Co-Design: A Dual Approach to Curriculum and Professional Development

22. The Biodesign Studio: Constructions and Reflections of High School Youth on Making with Living Media

23. Debugging by Design: A Constructionist Approach to High School Students' Crafting and Coding of Electronic Textiles as Failure Artefacts

24. Development of an Instrument for Exploring Preservice Technology Teachers' Maker-Based Technological Pedagogical Content Knowledge

25. Extending Social Networking into the Secondary Education Sector

26. Cardiopulmonary Resuscitation Training for High School Students Using an Immersive 360-Degree Virtual Reality Environment

27. Can an Immersive Virtual Reality Simulation Increase Students' Interest and Career Aspirations in Science?

28. Students' Interest in Scratch Coding in Lower Secondary Mathematics

29. An Analysis of Digital Competence as Expressed in Design Patterns for Technology Use in Teaching

30. A Method for Teacher Inquiry in Cross-Curricular Projects: Lessons from a Case Study

31. More than Beliefs: Subject Areas and Teachers' Integration of Laptops in Secondary Teaching

32. Exploring TPACK among Pre-Service Teachers in Australia and Israel

33. Sustaining the Adoption of Gamified Outdoor Social Enquiry Learning in High Schools through Addressing Teachers' Emerging Concerns: A 3-Year Study

34. Flipped Learning and Parent Engagement in Secondary Schools: A South Australian Case Study

35. Using Digital Technology to Enhance Formative Assessment in Mathematics Classrooms

36. Tablet-Based AR Technology: Impacts on Students' Conceptions and Approaches to Learning Mathematics According to Their Self-Efficacy

37. Addressing Bullying through Critical Making

38. Teacher-Led Inquiry in Technology-Supported School Communities

39. An overview of 25 years of research on digital personalised learning in primary and secondary education: A systematic review of conceptual and methodological trends.

40. Effects of escape room game‐based civics education on junior high school students' learning motivation, critical thinking and flow experience.

41. Differences in the Digital Home Lives of Young People in New Zealand

42. A Web-Based Peer-Assessment Approach to Improving Junior High School Students' Performance, Self-Efficacy and Motivation in Performing Arts Courses

43. Construction of a Digital Learning Environment Based on Cloud Computing

44. Intensive Scaffolding in an Intelligent Tutoring System for the Learning of Algebraic Word Problem Solving

45. A Dataset of Three Educational Technology Experiments on Differentiation, Formative Testing and Feedback

46. How Was the Activity? A Visualization Support for a Case of Location-Based Learning Design

47. A framework of literacy development and how AI can transform theory and practice.

48. The Nature of Teacher Engagement at an Online High School

49. The effects of augmented reality storybooks on student's reading comprehension.

50. Supporting collaborative classroom networks through technology: An actor network theory approach to understanding social behaviours and design.