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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.