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231 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. Paper-Based and Computer-Based Concept Mappings: The Effects on Computer Achievement, Computer Anxiety and Computer Attitude

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

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

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

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

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

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

10. Designing Learning Experiences for Outdoor Hybrid Learning Spaces

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

26. Extending Social Networking into the Secondary Education Sector

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

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

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

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

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

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

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

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

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

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

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

38. Addressing Bullying through Critical Making

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

40. Do School-Level Factors Influence the Educational Benefits of Digital Technology? A Critical Analysis of Teachers' Perceptions

41. Museum Learning via Social and Mobile Technologies: (How) Can Online Interactions Enhance the Visitor Experience?

42. Transition and Technology-Evaluation of Blended Learning Delivered by University Staff to 6th Form Students

43. A Qualitative Examination of the Attitudes of Liberal Studies Markers towards Onscreen Marking in Hong Kong

44. Capability Building in Educational Technology for Teachers in China

45. Learning Objects and Engagement of Students in Australian and New Zealand Schools

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

47. Online Data Collection in Academic Research: Advantages and Limitations

48. Incorporating Partial Credit in Computer-Aided Assessment of Mathematics in Secondary Education

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

50. ICT-supported learning for inclusion of people with special needs: Review of seven educational technology journals, 1970-2011.