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Sonay Caner-Yildirim – SAGE Open, 2025
While Generative Artificial Intelligence (GenAI) technologies like ChatGPT are revolutionizing education by offering unique interaction opportunities and prompting legislative shifts toward AI literacy, there remains a significant gap in understanding the factors that influence their acceptance and effective use in educational settings. In…
Descriptors: Artificial Intelligence, Adoption (Ideas), Undergraduate Students, Computer Uses in Education
Ying-Lien Lin; Hann-Jang Huang; Wei-Tsong Wang – Journal of Computer Assisted Learning, 2025
Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This study developed a business simulation game system…
Descriptors: Goal Orientation, Academic Achievement, Computer Simulation, Animation
Ke Chen; Chaojun Wang; Dai Zhang – European Journal of Education, 2025
Understanding the role of emotion in student learning has become increasingly important in educational research, particularly in physically demanding disciplines such as Physical Education (PE), where motivation, confidence, and emotional resilience are critical for performance and engagement. Despite this, limited attention has been given to how…
Descriptors: Physical Education, Artificial Intelligence, Computer Uses in Education, Undergraduate Students
Khaleel Al-Said; Nidal Amarin; Lyubov Krasnova – Education and Information Technologies, 2024
This study aims to determine how the use of virtual reality impacts physics students, their knowledge, and the quality of training. The study involved 116 students aged 17-19. The main purpose is to explore the effect that VR technology has on students' knowledge and motivation. As per usual, the students were divided into two research groups:…
Descriptors: Physics, Science Instruction, Computer Simulation, Student Motivation
Aleksandra Kobicheva; Elena Tokareva; Tatiana Baranova – European Journal of Psychology of Education, 2025
Phubbing is not only a consequence of technological advancements but also represents an entirely novel aspect of social conduct, impacting students' academic performance and the sustainability of development. The purpose of the study is to identify the relationship between students' level of phubbing, academic engagement and academic performance…
Descriptors: Student Behavior, Learner Engagement, Computer Use, College Students
Linlin Hu; Hao Wang; Yunfei Xin – Education and Information Technologies, 2025
Although Generative Artificial Intelligence (GAI) has demonstrated significant potential in education, there is a lack of research on pre-service teachers' behavioral intentions toward GAI. This study is based on the UTAUT2 model and, for the first time, introduces perceived risk as a key variable to systematically investigate the factors…
Descriptors: Foreign Countries, Preservice Teachers, Computer Attitudes, Technology Integration
Julio Antonio Álvarez Martínez; Juan Fernando Gómez; Claudio Díaz Larenas; Abad Ernesto Parada Trujillo; Lizeth Marelly Álvarez Salas; Fabio Alberto Vargas Agudelo – Journal of Educators Online, 2025
In the 21st century, Artificial Intelligence (AI) has become an important element of human experience. Its application in English-language education should enhance students' linguistic abilities. However, there is a scarcity of research on the anxiety and demotivation in them that occurs from incorporating AI in teaching and learning English on…
Descriptors: Literature Reviews, Meta Analysis, Artificial Intelligence, Electronic Learning
Mohammad Albataineh; Brenda Warren; Adel Al-Bataineh – International Journal of Technology in Education and Science, 2024
This action research project is intended to determine the effects of Chromebook technology on student engagement in the secondary classroom. The study involved a classroom of first-year students enrolled in a health course. These students used Chromebooks for the first time as part of the one-to-one (1:1) initiative. Chromebooks were utilized as a…
Descriptors: Computer Uses in Education, Learner Engagement, Grade 9, Health Education
Parwoto Parwoto; Sitti N. Ilyas; Muhammad Y. Bachtiar; Kartini Marzuki – South African Journal of Childhood Education, 2024
Background: Early childhood education (ECE) is crucial in cultivating creativity, especially in today's tech-savvy world. This study explores the impact of collaborative project-based learning (PjBL) with computer and play motivation on kindergarten children's creativity. Aim: Our research aimed to determine if collaborative PjBL, combined with…
Descriptors: Creativity, Kindergarten, Student Projects, Active Learning
Hatice Yildiz Durak; Sinan Hopcan; Elif Polat; Gül Özüdogru; Nilüfer Atman Uslu – Technology, Knowledge and Learning, 2025
The aim of this study extends the structural models in the existing literature to understand the role of multiple screen addictions (MSA) in the process while considering the relationships between goal orientation, GPA, and autonomous learning as predictors of online engagement. This study used a relational screening model to explore relations…
Descriptors: Addictive Behavior, Computer Use, Goal Orientation, Grade Point Average
Sangmin-Michelle Lee – Education and Information Technologies, 2025
Cultural understanding and awareness are crucial for English as a Foreign Language (EFL) learners, yet effective learning of the target culture often remains a challenge in traditional classrooms. Immersive virtual reality (iVR) introduces an innovative avenue for cultural learning by enabling learners to experience the target cultures in a more…
Descriptors: English (Second Language), Second Language Instruction, Computer Simulation, English Literature
Amy Baldwin; Louis Nadelson; Dana Tribble – Journal of Effective Teaching in Higher Education, 2024
College students have a variety of temptations that can keep them from making the most of their learning in and out of the classroom. Moreover, students' habits and behaviors related to mobile device use can hinder their learning and can stymie faculty's effective teaching practices. To explore these issues, we conducted a phenomenological study…
Descriptors: Student Motivation, Student Behavior, Handheld Devices, College Freshmen
Roberta Di Palma; Simon Beausaert; Dominik Mahr; Jonas Heller; Tim Hilken – Journal of Computer Assisted Learning, 2025
Background: Despite the recognised potential of Virtual Reality (VR) in education, the role of VR in enhancing presentation skills remains uncertain. Mixed findings, coupled with low adoption rates in educational settings, highlight the need to investigate how current VR applications are designed to facilitate effective learning outcomes for…
Descriptors: Computer Simulation, Computer Uses in Education, Public Speaking, Communication Skills
Aan Nurhasanah; Eko Handoyo; Arif Widiyatmoko; Rusdarti Rusdarti – International Journal on Social and Education Sciences, 2025
This study aims to explore the effectiveness of digital-based learning media innovation in improving students' motivation and learning outcomes in Natural and Social Sciences (IPAS) subjects at elementary school level. The research approach used is qualitative with a case study method on fifth grade students at an elementary school in Indonesia.…
Descriptors: Elementary School Students, Grade 5, Elementary School Science, Student Motivation
Altinpulluk, Hakan; Kilinc, Hakan; Alptekin, Gokhan; Yildirim, Yusuf; Yumurtaci, Onur – Open Praxis, 2023
The aim of this study was to determine the relationship between the intrinsic motivation levels and self-directed learning levels of learners within a massive open online course environment. In addition, the relationship between these variables and the technology competences/average daily use times of technology were also studied. This study was…
Descriptors: MOOCs, Independent Study, Student Motivation, Correlation

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