All Stories

  1. Revising How We Teach and Test in the Era of Smart AI Tools
  2. Instructional design cases, case studies, design-based research, and formative evaluation
  3. A Regression Analysis of the Motivation of Preservice Teachers Teaching Computational Thinking
  4. Teacher Self-efficacy During Professional Development for Game Design and Unity
  5. An Analysis of Georgia K-12 School Personnel Discussing Educational Technology on Twitter
  6. A Framework for Classifying Replication Studies in Educational Technologies Research
  7. An Exploration of Factors Impacting Middle School Students’ Attitudes Toward Computer Programming
  8. From Emergency Remote Teaching to Better Teaching through Reflection
  9. An Instructional Design Process for Emergency Remote Teaching
  10. Shift to digital perspectives on Hilton (2016) from the perspective of practice
  11. Teacher Readiness to Implement Technology Innovations
  12. Using eye-tracking data to explore student attention in a classroom
  13. STEM Education in Rural Schools: Implications of Untapped Potential
  14. Case-based instruction with Speech-Language Pathology graduate students
  15. Self-Efficacy in Instructional Technology Contexts
  16. Editor’s Notes
  17. Emerging Research, Practice, and Policy on Computational Thinking
  18. Self-efficacy: A rationale for badging in learning contexts
  19. Editor’s Notes
  20. Editor’s Notes
  21. Editor’s Notes
  22. Using Google Tools to Deliver Online Course Elements
  23. Using Quality Matters to analyze MOOCs
  24. Replication Studies in Educational Technology
  25. Teachers’ beliefs about the integration of technologies (2011)
  26. Preservice Teachers’ Views of Instructor Presence in Online Courses
  27. Academic emotions, motivation and achievement in an online mathematics course
  28. Email, Self-Regulation, Self-Efficacy, and Achievement in a College Online Mathematics Course
  29. Online Teaching: Perceptions of Faculty at a Research University
  30. The Port Lesson
  31. Professional Development Tools and Technologies
  32. Game Design as a Complex Problem Solving Process