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1. Review of Augmented Paper Systems in Education: An Orchestration Perspective

2. Chinese Character Composition Game with the Augment Paper

3. A Taxonomy for Definitions and Applications of LOs: A Meta-Analysis of ICALT Papers

4. Editorial Position Paper: Exploring the Potential of Generative Artificial Intelligence in Education: Applications, Challenges, and Future Research Directions.

5. Developing a Cross-Media System to Facilitate Question-Driven Digital Annotations on Paper Textbooks

6. Collaborative Paper-Based Annotation of Lecture Slides

7. Collaborative Paper-based Annotation of Lecture Slides.

8. Review of Augmented Paper Systems in Education: An Orchestration Perspective.

9. Chinese Character Composition Game with the Augment Paper.

10. Developing a Cross-media System to Facilitate Question-Driven Digital Annotations on Paper Textbooks.

11. A Taxonomy for Definitions and Applications of LOs: A Meta-analysis of ICALT papers.

12. Guest Editorial: Dynamic Accounts of Digital Divides: Longitudinal Insights into Inequitable Access to Online Learning.

13. Guest Editorial: Creating Computational Thinkers for the Artificial Intelligence Era-Catalyzing the Process through Educational Technology.

14. Development and Usability Test of an e-Learning Tool for Engineering Graduates to Develop Academic Writing in English: A Case Study

15. Revolutionizing language learning: Integrating generative AI for enhanced language proficiency.

16. Guest Editorial: Digital Citizenship: Innovations in Education, Practice, and Pedagogy.

17. Editorial Note: Understanding and Bridging Gap in Multi-mode Digital Learning during Post-Pandemic Recovery.

18. Guest editorial: Developing learner agency in smart environments.

19. Can generative AI help realize the shift from an outcome-oriented to a process-outcome-balanced educational practice?

20. Guest Editorial: Precision Education - A New Challenge for AI in Education.

21. Editorial note: Designing microlearning for how people learn.

22. A Co-Citation Network of Young Children's Learning with Technology.

23. Exploring facilitation strategies to support socially shared regulation in a problem-based learning game.

24. Investigating seamless vocabulary learning for young learners: ARCH for bridging home-based learning and classroom-based learning.

25. Influences of Online Synchronous VR Co-Creation on Behavioral Patterns and Motivation in Knowledge Co-Construction.

26. Development and Usability Test of an e-Learning Tool for Engineering Graduates to Develop Academic Writing in English: A Case Study.

27. Design of a mathematical problem-solving application for students with autism spectrum disorder.

28. Use of gamification and game-based learning in educating Generation Alpha: A systematic literature review.

29. Enactive interaction in technology-based learning environments: A systematic literature review.

30. Expanding the learning ecology and autonomy of language learners with mobile technologies.

31. Authoring of Adaptive Hypermedia.

32. Computer Card Games in Computer Science Education: A 10-Year Review.

33. Guest Editorial: Blockchain in Smart Education.

34. Editorial Note: From Conventional AI to Modern AI in Education: Reexamining AI and Analytic Techniques for Teaching and Learning.

35. A Grounded Theory Study of the Psychological Distance in Online Education.

36. Teachers' agency in the era of LLM and generative AI: Designing pedagogical AI agents.

37. Using E-textiles to Design and Develop Educational Games for Preschoolaged Children.

38. Pandemic-accelerated Digital Transformation of a Born Digital Higher Education Institution: Towards a Customized Multimode Learning Strategy.

39. Chai Chats: An Online Teacher-Training Program of Observation and Social Connectedness Evaluated via Contribution Analysis.

40. Trends, Research Issues and Applications of Artificial Intelligence in Language Education.

41. Studying Research Collaboration Patterns via Co-authorship Analysis in the Field of TeL: The Case of Educational Technology & Society Journal.

42. Editorial Note: Teacher Professional Development in STEM Education.

43. Instructional Suggestions Supporting Science Learning in Digital Environments Based on a Review of Eye Tracking Studies.

44. Gamification in Education: A Systematic Mapping Study.

45. Student-Generated Visualization as a Study Strategy for Science Concept Learning.

46. Can Generative AI Help Realize the Shift from an Outcome-Oriented to a Process-Outcome-Balanced Educational Practice?

47. Organizing and Hosting Virtual PPTELL 2020 During the COVID-19 Pandemic.

48. Implementing Unplugged CS and Use-Modify-Create to Develop Student Computational Thinking Skills: - A Nationwide Implementation in Colombia.

49. Digital Performance Learning: Utilizing a Course Weblog for Mediating Communication.

50. A Review on the Use of Robots in Education and Young Children.