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

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

3. Reproduction and Transformation of Students' Technology Practice: The Tale of Two Distinctive Secondary Student Cases

4. Sustaining Affective Resonance: Co-Constructing Care in a School-Based Digital Design Studio

5. Serious Games as a Malleable Learning Medium: The Effects of Narrative, Gameplay, and Making on Students' Performance and Attitudes

6. Smart in Mathematics? Exploring the Effects of In-Class-Level Differentiation Using SMARTboard on Math Proficiency

7. A Method for Teacher Inquiry in Cross-Curricular Projects: Lessons from a Case Study

8. Do School-Level Factors Influence the Educational Benefits of Digital Technology? A Critical Analysis of Teachers' Perceptions

9. Museum Learning via Social and Mobile Technologies: (How) Can Online Interactions Enhance the Visitor Experience?

10. A Qualitative Examination of the Attitudes of Liberal Studies Markers towards Onscreen Marking in Hong Kong

11. Capability Building in Educational Technology for Teachers in China

12. Learning Objects and Engagement of Students in Australian and New Zealand Schools

13. Construction of a Digital Learning Environment Based on Cloud Computing

14. A Dataset of Three Educational Technology Experiments on Differentiation, Formative Testing and Feedback

15. How Was the Activity? A Visualization Support for a Case of Location-Based Learning Design

16. Through Efficient Use of LORs: Prospective Teachers' Views on Operational Aspects of Learning Object Repositories

17. Contradictions between the Virtual and Physical High School Classroom: A Third-Generation Activity Theory Perspective

18. The Methodological Nettle: ICT and Student Achievement

19. Teachers' Mindsets and the Integration of Computer Technology

20. Blending Online Learning with Traditional Approaches: Changing Practices

21. The Effectiveness of Information and Communication Technology on the Learning of Written English for 5- to 16-Year-Olds

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

23. Educational Technology Utilization in Jamaica's Secondary School System: Present Problems and Future Prospects.

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

25. Incorporating partial credit in computer-aided assessment of Mathematics in secondary education.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

40. Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research.

41. Teachers' mindsets and the integration of computer technology.

42. ICT implementation: what makes the difference?

43. A follow-up study of students using portable computers at a secondary school.

44. Theories underlying perceived changes in teaching and learning after installing a computer network in a secondary school.

45. Effectiveness of immersive virtual reality using head‐mounted displays on learning performance: A meta‐analysis.

46. Sociomaterial movements of students' engagement in a school's makerspace.

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

48. Students' acceptance of tablet PCs in Italian high schools: Profiles and differences.

49. Towards a differentiated and domain-specific view of educational technology: An exploratory study of history teachers' technology use.

50. Teachers' knowledge in content, pedagogy and technology integration: A comparative analysis between teachers in Saudi Arabia and United States.