Showing results 121–132 of 244
With Covid-19 pushing video deeper into our pandemic-affected classrooms, studying multimedia design has taken on a new urgency. My recent article in the British Journal of Educational Technology...
In Latin America (LATAM), socioeconomic inequality and lack of resources shape the context of educational institutions in particular ways. Programme quality and dropout rates preoccupy...
The BJET Fellowship is awarded to an individual with the most compelling proposal for a piece of research in the field of educational technology. The Fellowship lasts for one year and is worth...
News21 Oct 2020
The Covid-19 pandemic has had an unprecedented impact on everyday life across the world. In January 2020, we could not have imagined that in just a few months as many as 138 countries would...
At the time of writing, as we move through the Covid-19 pandemic, most children in the UK have been away from school for nearly half a year, no end-of-year public examinations have taken place,...
Contemporary educational technology research utilises data such as keystrokes, log files and clicks to interpret complex learning phenomena. In recent years, multimodal data’s potential to help...
Escape rooms can provide golden experiences for education. Problem-based, time-constrained, and requiring a team of active and collaborative participants, escape rooms offer an immersive...
This blog post is based on our recent article in which we explored how Chinese preservice teachers perceive appropriate technology use in early childhood education (ECE) and how Chinese traditions...
The lower rates of science, technology, engineering and mathematics (STEM) academic performance by underserved groups (Black, Latinx, Native in the US) is a well-known problem. Some of the...
Research has shown that deaf children experience disadvantage in the education system (Berry, 2017). This disadvantage is associated with a lack of tailored pedagogy, being educated in...
This article investigates the potential benefits of immersive virtual reality (IVR) in science education, exploring its effects on students' interests, self-efficacy, science aspirations, and...