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Investigating the Factors That Engage Students to Be Successful in Hybrid Business Analytics Courses
Colleen Carraher-Wolverton; Guolin Lai; Jeremy T. Navarre; Dione Davis; Patricia Lanier – Journal of Information Systems Education, 2025
Business analytics is an emerging and prominent tool in many industries seeking to exploit the advantages of data-driven decision making. Simultaneously, educational institutions are developing and delivering business analytics offerings to equip business professionals with the tools necessary to implement business analytics in modern businesses.…
Descriptors: Business Education, Blended Learning, Academic Achievement, Data Analysis
Elizabeth L. Tighe; Jamie L. Tock; Yaacov Petscher; Gal Kaldes – Grantee Submission, 2024
This study uses Program for the International Assessment of Adult Competencies (PIAAC) data to examine latent profiles of engagement in reading, numeracy, writing, and computer skills-use for U.S. adults with low literacy skills. Additionally, we examine how these profiles relate to overall literacy performance and demographic heterogeneity.…
Descriptors: Adult Literacy, Reading Skills, Numeracy, Learning Disabilities
Nan Wu – International Journal of Web-Based Learning and Teaching Technologies, 2024
Higher education is becoming increasingly competitive and all educational institutions are concentrating on improving quality and changing traditional higher education teaching methods. New-type classroom instruction has embraced a unique advancement opportunity with the arrival of the fifth generation (5G) era. It is critical to develop a…
Descriptors: Instructional Effectiveness, Internet, Computer Literacy, Artificial Intelligence
Appova, Aina; Lee, Hea-Jin; Bucci, Terri – Theory Into Practice, 2022
This study examines the limited use of technology as a potential obstacle to educational progress and development. Grounding our work in social justice issues reflected in the "Pedagogy of the Oppressed," "banking education" was reviewed to articulate this use of technology, including the limited students' engagement,…
Descriptors: Technology Uses in Education, Barriers, Academic Achievement, Social Justice
Kara, Mehmet – Journal of Research on Technology in Education, 2022
This study aims to investigate the influence of learners' characteristics on their engagement during online education due to the COVID-19 pandemic. The investigated learner characteristics included digital literacy, self-directed learning, motivation for learning, and perceived stress. The data were collected from the undergraduate learners and…
Descriptors: Learner Engagement, COVID-19, Pandemics, Student Characteristics
Peer reviewedJacqueline DeLisi; Jessica Brown; Lukas Winfield; Makoto Hanita; Anne Wang – Grantee Submission, 2025
In 2019, the Rhode Island Department of Education (RIDE), in partnership with the University of Rhode Island (URI), launched the Work-Based Learning for Computer Science (WBL4CS) project through an Education Innovation Research (EIR) grant. The initiative aimed to expand access to computer science (CS) education for high school students,…
Descriptors: Work Based Learning, Computer Science Education, High School Students, Career Pathways
Yildirim, Denizer; Gülbahar, Yasemin – Technology, Knowledge and Learning, 2022
This study aims to determine indicators that affect students' final performance in an online learning environment using predictive learning analytics in an ICT course and Turkey context. The study takes place within a large state university in an online computer literacy course (14 weeks in one semester) delivered to freshmen students (n = 1209).…
Descriptors: Electronic Learning, Foreign Countries, Computer Literacy, College Freshmen
Balta, Nuri; Mâ?a, Liliana; Gómez, Carlos Hervás; Tzafilkou, Katerina – Education and Information Technologies, 2020
The study is conducted on 558 under-graduate students in Romania and Spain to examine potential differences in perception and acceptance items towards using web-based technologies. The research model is based on the Internet Attitude Scale (IAS) and measures Perceived Enjoyment, Perceived Anxiety, Perceived Usefulness and Computer Self-Efficacy.…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Comparative Education
Wolverton, Colleen Carraher; Guidry Hollier, Brandi N.; Lanier, Patricia A. – Electronic Journal of e-Learning, 2020
As countless regional, national, and international accrediting bodies continue to employ student engagement measures as mechanisms for quality assurance, universities become more intent on achieving this important gauge of student success. Specifically, the growth in enrollment in distance learning programs adds a unique level of complexity…
Descriptors: Self Efficacy, Computer Literacy, Learner Engagement, Group Experience
Cash, Cynthia S. – ProQuest LLC, 2018
The purpose of this study is to explore how undergraduate students' belief in their knowledge impacts their learning while sitting behind a computer screen. While more and more traditional classrooms have computers (personal laptops or computer labs) in schools and universities, instructors strive to implement active learning strategies that…
Descriptors: Undergraduate Students, Self Efficacy, Computer Centers, Computer Literacy
Julian Fraillon, Editor – International Association for the Evaluation of Educational Achievement, 2024
This book presents the first results from the third cycle of the IEA International Computer and Information Literacy Study (ICILS 2023). This study investigated how young people are prepared for life in a world where the capacity to use computers and digital information responsibly, safely, and effectively is essential. The study reports on data…
Descriptors: Foreign Countries, Digital Literacy, 21st Century Skills, Computer Literacy
Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose of this study was to examine the impact of five factors on the user acceptance of Three-Dimensional Virtual Worlds (3DVWs) in higher education. Another objective of the study was to investigate the effects of the application of 3DVWs on five variables relevant to positive outcomes for higher education students. Background:…
Descriptors: Adoption (Ideas), Undergraduate Students, Influences, Virtual Classrooms
Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
James D. Campbell – ProQuest LLC, 2021
This doctoral research study examined how nontraditional students from different generations experience returning to college to gain insight into their media and technology usage habits and determine how those differences might influence enrollment marketing practices. The study was designed and administered using relationship marketing as a…
Descriptors: Nontraditional Students, Adult Education, Student Recruitment, Generational Differences
Dolighan, Tim; Owen, Michael – Brock Education: A Journal of Educational Research and Practice, 2021
This study examines secondary teachers' efficacy for teaching in a fully online teaching environment during the sudden transition to online teaching due to the COVID-19 pandemic. The study sought to identify how specific variables, teaching experience, professional development (PD) experience, and teaching supports correlate with the self-efficacy…
Descriptors: Secondary School Teachers, Teacher Effectiveness, Self Efficacy, Web Based Instruction

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