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

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

4. Debugging by design: A constructionist approach to high school students' crafting and coding of electronic textiles as failure artefacts.

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

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

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

8. The biodesign studio: Constructions and reflections of high school youth on making with living media.

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

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

11. Integrating interactive learner‐immersed video‐based virtual reality into learning and teaching of physical geography.

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

13. Sustaining affective resonance: Co‐constructing care in a school‐based digital design studio.

14. The role of Informal Digital Learning of English in Korean and Swedish EFL learners' communication behaviour.

15. Exploring the role of 3D printing and STEM integration levels in students' STEM career interest.

16. Facilitating cognitive processes during EFL smartwatch‐supported learning activities in authentic contexts.

17. A multidimensional repertory grid as a graphic organizer for implementing digital games to promote students' learning performances and behaviors.

18. Learning from animations and computer simulations: Modality and reverse modality effects.

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

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

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

22. Decolonizing posthumanism: Indigenous material agency in generative STEM.

23. Gamifying programming education in K‐12: A review of programming curricula in seven countries and programming games.

24. Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers' emerging concerns: A 3‐year study.

25. Tablet‐based AR technology: Impacts on students' conceptions and approaches to learning mathematics according to their self‐efficacy.

26. Virtual forms, actual effects: how amplifying student voice through digital media promotes reflective practice and positions students as pedagogical partners to prospective high school and practicing college teachers.

27. The effect of surprising events in a serious game on learning mathematics.

28. A dataset of three educational technology experiments on differentiation, formative testing and feedback.

29. Avoiding split attention in computer-based testing: Is neglecting additional information facilitative?

30. The nature of teacher engagement at an online high school.

31. Effects of learning physics using Augmented Reality on students' self‐efficacy and conceptions of learning.

32. Integrating novel engineering strategies into STEM education: APP design and an assessment of engineering‐related attitudes.

33. The virtual field trip: Investigating how to optimize immersive virtual learning in climate change education.

34. Epistemic roles of materiality within a collaborative invention project at a secondary school.

35. Developing and validating a scale for measuring teachers' readiness for flipped classrooms in junior high schools.

36. Exploring the roles of school leaders and teachers in a school‐wide adoption of flipped classroom: School dynamics and institutional cultures.

37. The effects of mind games in math and grammar courses on the achievements and perceived problem‐solving skills of secondary school students.

38. Effects of video‐based flipped class instruction on subject reading motivation.

39. Analysis of critical success factors of online international learning exchange of Korean school pupils with English-speaking counterparts.

40. Using video technology to enable student voice in assessment feedback.

41. Engaging students in school participatory practice through Facebook: The story of a failure.

42. Using student voice to examine teacher practices at a cyber charter high school.

43. Navigating the challenges of delivering secondary school courses by videoconference.

44. The effect of the flipped classroom approach to OpenCourseWare instruction on students' self-regulation.

45. Cohort profile of the GOALS study: A large-scale research of physical activity in Dutch students.

46. A learning model for enhancing the student's control in educational process using Web 2.0 personal learning environments.

47. Video game learning dynamics: Actionable measures of multidimensional learning trajectories.

48. M-learning adequacy and perceptions of students and teachers in secondary schools.

49. Evaluating multimodal literacies in student blogs.