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1. Left to their own devices: An exploration of context in seamless work‐related mobile learning.

2. Do children with reading difficulties benefit from instructional game supports? Exploring children's attention and understanding of feedback.

3. Identifying factors influencing study skills engagement and participation for online learners in higher education during COVID‐19.

4. Using assistive technology with SRSD to support students on the autism spectrum with persuasive writing.

5. Finding the voice of students engaging in online alternative provision via digital data collection methods.

6. Understanding university students' behavioral intention to use Edmodo through the lens of an extended technology acceptance model.

7. Using immersive virtual reality to support designing skills in vocational education.

8. Game learning analytics for understanding reading skills in transparent writing system.

9. The adoption of a social learning system: Intrinsic value in the UTAUT model.

10. Complexity leadership in learning analytics: Drivers, challenges and opportunities.

11. Policy networks, performance metrics and platform markets: Charting the expanding data infrastructure of higher education.

12. Learning by explaining to oneself and a peer enhances learners' theta and alpha oscillations while watching video lectures.

13. Validating a blended teaching readiness instrument for primary/secondary preservice teachers.

14. Situating presence within extended reality for teacher training: Validation of the extended Reality Presence Scale (XRPS) in preservice teacher use of immersive 360 video.

15. Mobile app features that scaffold pre‐school learning: Verbal feedback and leveling designs.

16. Peer feedback or peer feedforward? Enhancing students' argumentative peer learning processes and outcomes.

17. In‐service mathematics teachers' video‐based noticing of 3D printing pens "in action".

18. A tale of two subreddits: Change and continuity in teaching‐related online spaces.

19. Latent profiles of self‐regulated learning and their impacts on teachers' technology integration.

20. Intrinsic motivation enhances online group creativity via promoting members' effort, not interaction.

21. Cognitive load and online course quality: Insights from instructional designers in a higher education context.

22. Affordances of a mobile learner‐generated tool for pupils' English as a second language vocabulary learning: An ecological perspective.

23. Lifelong learning and the Internet: Who benefits most from learning online?

24. Making sense of young people's digital practices in informal contexts: The Digital Practice Framework.

25. Immersive virtual field trips and elementary students' perceptions.

26. Gamification of in‐class activities in flipped classroom lectures.

27. Can an immersive virtual reality simulation increase students' interest and career aspirations in science?

28. An examination of constructivist educational technologies: Key affordances and conditions.

29. Bridging learning sciences, machine learning and affective computing for understanding cognition and affect in collaborative learning.

30. Cardiopulmonary resuscitation training for high school students using an immersive 360‐degree virtual reality environment.

31. Three approaches for supporting faculty technological pedagogical content knowledge (TPACK) creation through instructional consultation.

32. Parents' profiles concerning ICT proficiency and their relation to adolescents' information literacy: A latent profile analysis approach.

33. Modifying games with ChoiCo: Integrated affordances and engineered bugs for computational thinking.

34. Computing education in children's early years: A call for debate.

35. Datasets reflecting students' and teachers' views on the use of learning technology in a UK university.

36. A cross-cultural examination of the impact of social, organisational and individual factors on educational technology acceptance between British and Lebanese university students.

37. Conceptualising the role of information and communication technologies in the design of higher education teaching models used in the UK.

38. Science learning via multimedia portal resources: The Scottish case.