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31 results

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

17. Increasing learners' self‐efficacy beliefs and curiosity through a Frankenstein‐themed transmedia storytelling experience.

18. Conceptions and perspectives of data literacy in secondary education.

19. You escaped! How did you learn during gameplay?

20. Conscientiousness, prior experience, achievement emotions and academic procrastination in online learning environments.

21. Comparing the effectiveness of video and stereoscopic 360° virtual reality‐supported instruction in high school biology courses.

22. Students' experience of online learning during the COVID‐19 pandemic: A province‐wide survey study.

23. A comprehensive assessment of secondary school students' computational thinking skills.

24. Examining socially shared regulation and shared physiological arousal events with multimodal learning analytics.

25. Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction.

26. An evaluation of the impact of flipped‐classroom teaching on mathematics proficiency and self‐efficacy in Saudi Arabia.

27. Do AI chatbots improve students learning outcomes? Evidence from a meta‐analysis.

28. Fostering low‐achieving students' productive disciplinary engagement through knowledge‐building inquiry and reflective assessment.

29. Let's teach Kibot: Discovering discussion patterns between student groups and two conversational agent designs.

30. The information won't just sink in: Helping teachers provide technology‐assisted data literacy instruction in social studies.

31. Building socially responsible conversational agents using big data to support online learning: A case with Algebra Nation.