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Ronsivalle, G. B.; Boldi, A.; Gusella, V.; Inama, C.; Carta, S. – Technology, Knowledge and Learning, 2019
Nowadays, children and teenagers use technology products in an increasingly passive way. As simple consumers they cannot benefit from the opportunities of designing technology, which has a learning value. Educational Robotics (ER) programs are particularly effective in delivering contents of difficult disciplines: they can re-establish a balance…
Descriptors: Guidelines, Instructional Design, Robotics, Information Technology
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Alimisis, Dimitris – Technology, Knowledge and Learning, 2019
This paper presents the training curriculum for teachers developed in the context of the ERASMUS+ project, ROBOESL (2015-2017). The paper focuses on the robotics-based learning methodologies inspired by constructivism and project-based learning principles and implemented within the framework of the ROBOESL training and learning activities. The…
Descriptors: Robotics, Teaching Methods, Learning Activities, Faculty Development
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Nuere, S.; Díaz-Obregón, R. – Technology, Knowledge and Learning, 2019
The growth of technologies makes necessary redefining higher education. Students nowadays are more prepared to look up information all around the meanings, so we have to deal with new ways of teaching and collaboration. The creative capacity they show, and our background in art an art education are enabling new ways of learning and teaching. Some…
Descriptors: Higher Education, Industrial Arts, Teaching Methods, Creativity
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Sengül, Murat; Türel, Yalin Kiliç – Technology, Knowledge and Learning, 2019
This study attempts to explore the effects of interactive whiteboard (IWB) technology use on students' achievement and perceptions in Turkish as a foreign language instructional context. The participants included 19 Nigerian Turkish Language learners who were all fluent in three languages: English, Hausa, and their tribal languages. They had been…
Descriptors: Multilingualism, Turkish, Second Language Learning, Second Language Instruction
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Khlaisang, Jintavee; Songkram, Noawanit – Technology, Knowledge and Learning, 2019
The proliferation of digital media now allows for learning to take place anywhere and anytime. The use of mobile devices and 3D virtual classrooms provides an integrated environment for effective learning. This study aims to examine the necessary factors for developing an effective virtual learning environment (VLE) system and to examine the…
Descriptors: Computer Simulation, Teaching Methods, Instructional Effectiveness, Cooperation
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Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
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Khlaif, Zuheir N. – Technology, Knowledge and Learning, 2018
The purpose of the present study was to explore, in depth, the factors influencing teachers' attitudes towards the integration of tablets into their classroom for teaching purposes. In order to achieve the purpose of the study, semi-structured interviews were conducted with 15 teachers from five rural middle schools in Palestine. A thematic…
Descriptors: Teacher Attitudes, Technical Support, Comparative Analysis, Research Needs
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Henriksen, Danah; Henderson, Michael; Creely, Edwin; Ceretkova, Sona; Cernochová, Miroslava; Sendova, Evgenia; Sointu, Erkko T.; Tienken, Christopher H. – Technology, Knowledge and Learning, 2018
In this article, we consider the benefits and challenges of enacting creativity in the K-12 context and examine educational policy with regard to twenty-first century learning and technology. Creativity is widely considered to be a key construct for twenty-first century education. In this article, we review the literature on creativity relevant to…
Descriptors: Creativity, Technology Education, Educational Policy, Elementary Secondary Education
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Sipiyaruk, K.; Gallagher, J. E.; Hatzipanagos, S.; Reynolds, P. A. – Technology, Knowledge and Learning, 2017
Serious gaming claims to provide an interactive and motivational approach to learning; hence, it is being increasingly used in various disciplines, including dentistry. GRAPHIC (Games Research Applied to Public Health with Innovative Collaboration)-II, a serious game for dental public health, was used by dental undergraduates at King's College…
Descriptors: Critical Thinking, Decision Making Skills, Undergraduate Students, Dental Health