Table 2
Frequency of Use of Material Types of Educational Technology From 2010 to 2022
YearTechnological Tools Used (with frequency)
2010WEB Supported learning (n=1)
2011WEB Supported learning (n=1)
2012Animasyon (n=1), TPACK (n=1)
2013Animation(n=1), Mobile technology(n=1), Internet-based teaching(n=1), Social media supported learning(n=1), Mobile technology(n=1)
2014Online Teaching Activities(n=1), TPACK(n=2), Computer-assisted materials(n=2), Digital game design apps(n=1), Web Supported Science Material(n=1), Mobile technology(n=1)
2015Animation(n=1) TPACK(n=2) Virtual lab(n=1) Web Supported Science Material(n=1) Web 2 tools(n=1) Instructional Technologies(n=1)
2016STEM(n=2) TPACK(n=1) Computer-assisted materials(n=1) Video-Assisted Illustrated Activities(n=1) Interactive video teaching method(n=1) MEOITP(n=1) Digital game design apps(n=1) Video-Assisted Illustrated Activities(n=1)
2017STEM(n=2) TPACK(n=1) Computer-assisted materials(n=2) Digital game design apps(n=1)
2018AR(n=1) STEM(n=6) Digital story(n=1) Digital game design apps(n=1) Video-Assisted Illustrated Activities(n=1) Multimedia(n=1) Social Network Supported Learning(n=1) Technology Supported Learning(n=1) Web Supported Science Material(n=1)
2019AR(n=1) STEM(n=7) Online Teaching Activities(n=1) TPACK(n=2) Computer-assisted materials(n=2) Technological design activities(n=1)
2020STEM(n=9) Online Teaching Activities(n=1) Robotic Coding(n=3) 3D Computer Models(n=1) Educational Robotics activities(n=1) Use of tablets(n=1)
2021AR(n=1) STEM(n=7) Online Teaching Activities(n=1) Robotic Coding(n=1) TPACK(n=1) Computer Models(n=1) Virtual lab(n=1). Educational Robotics activities(n=1) Digital game design apps(n=1) Technology Supported Learning(n=1)
2022AR(n=2) STEM(n=1) Online Teaching Activities(n=1) Computer Models(n=1) Educational Robotics activities(n=1) Technological design activities(n=1) VR(n=1)

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