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1. Empathic pedagogical conversational agents: A systematic literature review.

2. Digital instinct—A keyword for making sense of students' digital practice and digital literacy.

3. From experiencing to expressing: A virtual reality approach to facilitating pupils' descriptive paper writing performance and learning behavior engagement.

4. Papier-mach(in)e: Thinking with 'sticky ' paper in the cloud.

5. Tablet assessment in primary education: Are there performance differences between TIMSS' paper‐and‐pencil test and tablet test among Dutch grade‐four students?

6. From an experimental paper to a playful screen: How the essence of materiality modulates the process of creation.

7. Trends of mobile learning: A review of the top 100 highly cited papers.

8. Comparing paper‐based and electronic multiple‐choice examinations with personal devices: Impact on students' performance, self‐efficacy and satisfaction.

9. Student interactions and the development of ideas in multi-touch and paper-based collaborative mathematical problem solving.

10. Linguistic analysis of extended examination answers: Differences between on-screen and paper-based, high- and low-scoring answers.

11. Paper–based versus computer–based assessment: key factors associated with the test mode effect.

12. Comparing the use of the interpersonal computer, personal computer and pen-and-paper when solving arithmetic exercises.

13. Editorial: Data papers.

14. A comparison between paper-based and online learning in higher education.

15. Paper-based and computer-based concept mappings: The effects on computer achievement, computer anxiety and computer attitude.

16. A comparison of student feedback obtained through paper-based and web-based surveys of faculty teaching.

17. Testing differential effects of computer-based, web-based and paper-based administration of questionnaire research instruments.

18. A systematic review of empirical studies using log data from open‐ended learning environments to measure science and engineering practices.

19. Responding to free response examination questions: computer versus pen and paper.

20. SimPharm: How pharmacy students made meaning of a clinical case differently in paper- and simulation-based workshops.

21. A comparison of electronic and paper-based assignment submission and feedback.

22. Mapping Learning Analytics initiatives in Latin America.

23. Online and paper-based survey data: Are they equivalent?

24. Using immersive virtual reality to support designing skills in vocational education.

25. Infusing educational technologies in the heart of the university—A systematic literature review from an organisational perspective.

26. Paper-based versus computer-based assessment: is workload another test mode effect?

27. Learning design and learning analytics in mobile and ubiquitous learning: A systematic review.

28. Understanding computational thinking in the gameplay of the African Songo board game.

29. Engaging students with online assignments: a replacement for digital dropboxes and paper assignments.

30. Data privacy on the African continent: Opportunities, challenges and implications for learning analytics.

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

32. The landscape of educational technology viewed from the ETR& D journal.

33. Academic staff perspectives on technology for assessment (TfA) in higher education: A systematic literature review.

34. Constructionism moving forward.

35. Effects of online peer assessment on higher‐order thinking: A meta‐analysis.

37. Blockchain technology for sustainable education.

38. Interactivity and identity impact learners' sense of agency in virtual reality field trips.

39. The interplay of learning, analytics and artificial intelligence in education: A vision for hybrid intelligence.

40. Happy facial expressions and mouse pointing enhance EFL vocabulary learning from instructional videos.

41. Integrating a movement‐based learning platform as core curriculum tool in kindergarten classrooms.

42. Enhancing students' learning outcomes in self‐regulated virtual reality learning environment with learning aid mechanisms.

43. Timing of information presentation matters: Effects on secondary school students' cognition, motivation and emotion in game‐based learning.

44. Examining cognitive processes of spatial thinking in university students: Insights from a web‐based geographic information systems study.

45. Exploring the impact of VoiceBots on multimedia programming education among Ghanaian university students.

46. Towards prescriptive analytics of self‐regulated learning strategies: A reinforcement learning approach.

47. Adaptive support for self‐regulated learning in digital learning environments.

48. Empowering student self‐regulated learning and science education through ChatGPT: A pioneering pilot study.

49. Towards automated transcribing and coding of embodied teamwork communication through multimodal learning analytics.

50. Self‐regulation and shared regulation in collaborative learning in adaptive digital learning environments: A systematic review of empirical studies.