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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

19. Adapting educational practices in emergency remote education: Continuity and change from a student perspective.

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

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

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

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

24. Reproduction and transformation of students' technology practice: The tale of two distinctive secondary student cases.

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

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

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

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

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

30. Investigating learners' engagement and science learning outcomes in different designs of participatory simulated games.

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

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

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

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

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

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

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

38. An analysis of digital competence as expressed in design patterns for technology use in teaching.

39. Exploring the unknown: The effect of resistance to change and attachment on mobile adoption among secondary pre‐service teachers.

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

41. A framework for aligning needs, abilities and affordances to inform design and practice of educational technologies.

42. Extending social networking into the secondary education sector.

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

44. Flipped learning and parent engagement in secondary schools: A South Australian case study.

45. Using digital technology to enhance formative assessment in mathematics classrooms.

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

47. A method for teacher inquiry in cross-curricular projects: Lessons from a case study.

48. One‐to‐one mobile technology in high school physics classrooms: Understanding its use and outcome.

49. A pedagogy for outreach activities in ICT: Promoting peer to peer learning, creativity and experimentation.

50. 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.