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

2. Collaborative Paper-Based Annotation of Lecture Slides

3. Design of a Mathematical Problem-Solving Application for Students with Autism Spectrum Disorder

4. Using E-Textiles to Design and Develop Educational Games for Preschool-Aged Children

5. Expanding the Learning Ecology and Autonomy of Language Learners with Mobile Technologies

6. Enactive Interaction in Technology-Based Learning Environments: A Systematic Literature Review

7. Collaborative Paper-based Annotation of Lecture Slides.

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

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

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

11. Progress, Challenges and Countermeasures of Adaptive Learning: A Systematic Review

12. Unpacking the 'Black Box' of AI in Education

13. Students' Social-Cognitive Engagement in Online Discussions: An Integrated Analysis Perspective

14. The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations

15. Does ICT Matter? Unfolding the Complex Multilevel Structural Relationship between Technology Use and Academic Achievements in PISA 2015

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

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

18. Multi-Mode Digital Teaching and Learning of Human-Computer Interaction (HCI) Using the VARK Model during COVID-19

19. Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning

20. Technologies to Enhance and Extend Children's Understanding of Geometry: A Configurative Thematic Synthesis of the Literature

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

22. Integrated STEAM Approach in Outdoor Trails with Elementary School Pre-Service Teachers

23. Implementation of an Andragogical Teacher Professional Development Training Program for Boosting TPACK in STEM Education: The Essential Role of a Personalized Learning System

24. Interaction Effects of Situational Context on the Acceptance Behaviour and the Conscientiousness Trait towards Intention to Adopt: Educational Technology Experience in Tertiary Accounting Education

25. Exploring Effects of Geometry Learning in Authentic Contexts Using Ubiquitous Geometry App

26. A Bayesian Classification Network-Based Learning Status Management System in an Intelligent Classroom

27. Automatically Detecting Cognitive Engagement beyond Behavioral Indicators: A Case of Online Professional Learning Community

28. Collective Usability: Using Simulation Tools to Explore Embodied Design Challenges in Immersive, Shared Mixed-Reality Experiences

29. Comparison of Single and Multiuser Immersive Mobile Virtual Reality Usability in Construction Education

30. User Experience of a 3D Interactive Human Anatomy Learning Tool

31. The Crisis of Educational Technology, and the Prospect of Reinventing Education

32. Technology Enhanced Formative Assessment for 21st Century Learning

33. A Smart Partnership: Integrating Educational Technology for Underserved Children in India

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

35. The Social Dimension of Participation and Completion in MOOCs

36. Understanding the Sequence of Learning in Arabic Text -- Saudi Arabian Dyslexics and Learning Aid Software

37. Games Literacy for Teacher Education: Towards the Implementation of Game-Based Learning

38. Toward Educational Virtual Worlds: Should Identity Federation Be a Concern?

39. ET4ET: A Large-Scale Faculty Professional Development Program on Effective Integration of Educational Technology

40. M-AssIST: Interaction and Scaffolding Matters in Authentic Assessment

41. Using Cognitive Load Theory to Tailor Instruction to Levels of Accounting Students' Expertise

42. The Beast of Aggregating Cognitive Load Measures in Technology-Based Learning

43. Has Research on Collaborative Learning Technologies Addressed Massiveness? A Literature Review

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

45. Ubiquitous Learning Project Using Life-Logging Technology in Japan

46. Mobile Inquiry Learning in Sweden: Development Insights on Interoperability, Extensibility and Sustainability of the LETS GO Software System

47. Augmented Reality Trends in Education: A Systematic Review of Research and Applications

48. Multi-User Virtual Environments Fostering Collaboration in Formal Education

49. Learning to Become a Teacher in the 21st Century: ICT Integration in Initial Teacher Education in Chile

50. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects