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S. Siva Shankar; Bui Thanh Hung; Prasun Chakrabarti; Tulika Chakrabarti; Gayatri Parasa – Education and Information Technologies, 2024
Modern life is increasingly influenced by networks, making cybersecurity a crucial area of study. However, due to their few resources and varied makeup, they are more vulnerable to a wide range of cyber-attacks. Such risks result in sensitive information being stolen as well as financial and reputational harm to firms. How far malicious detection…
Descriptors: Learning Processes, Artificial Intelligence, Information Security, Computer Security
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Venus Chan – Interactive Technology and Smart Education, 2025
Purpose: Studies on technology and interpreting have increasingly explored how technology influences the role and performance of interpreters in their practice; however, there is a lack of comprehensive reviews and analyses. This paper aims to synthetically review the state-of-the-art application and integration of various interpreting…
Descriptors: Influence of Technology, Communications, Translation, Technology
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Frank Bird; Andew Shlesinger; Kimberly Duhanyan; James K. Luiselli – International Journal of Developmental Disabilities, 2024
Some children with autism spectrum disorder (ASD) experience seizures and associated staring episodes, loss of consciousness, weakened muscle tone, and myoclonic jerking. Data recording of seizure frequency, duration, and co-occurring behavior is necessary to document the effects of anti-epileptic medications, identify contextual influences on…
Descriptors: Children, Autism Spectrum Disorders, Seizures, Health Programs
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Haruo Kodama; Motofumi T. Suzuki; Yoshitomo Yaginuma – Asian Association of Open Universities Journal, 2024
Purpose: The purpose of this paper is to propose the need for an integrated system for the production, authoring, addition and revision of webcast content and a multi-device apps mechanism with rights management for Internet transmission in the perspective of the OUJ course reuse. Design/methodology/approach: This paper designs systems that reuse…
Descriptors: Open Universities, Computer Oriented Programs, Multimedia Materials, Video Technology
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Recep Öz; Murat Tolga Kayalar; Ayhan Koç – Pakistan Journal of Distance and Online Learning, 2023
The study employed a quantitative research design using the general survey model to understand a large research population without intervening in variables. It involved 552 teacher candidates from an education faculty in Eastern Anatolia, Turkey, with 142 males and 410 females participating voluntarily. Data were collected using the Computer Game…
Descriptors: Computers, Video Games, Foreign Countries, Gender Differences
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Çigdem Inci Kuzu; Kübra Erdogan Kayabasi – Problems of Education in the 21st Century, 2025
Information technologies have increased the need to understand and use mathematics, enabling mathematics to go beyond being just a theoretical discipline. This research aims to specify the digital literacy levels of mathematics pre-service teachers and to examine the differences in this level according to age, gender, type of upper-secondary…
Descriptors: Technological Literacy, Mathematics Teachers, Preservice Teachers, Age Differences
Jomar T. Petilo – Online Submission, 2024
The Sustainable Development Agenda 2030 promotes healthy, inclusive, and sustainable communities through equitable, lifelong, and high-quality education. The UN's SDG 4a.1 evaluates schools' electricity, internet connectivity for education, computers, disabled facilities, clean drinking water, gender-segregated sanitation, and basic handwashing…
Descriptors: Educational Facilities, Program Evaluation, Compliance (Legal), Sustainable Development
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Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
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Kirkpatrick, Marie; Rivera, Gabby; Akers, Jessica – Journal of Behavioral Education, 2022
Problem behavior in the classroom leads to challenges for teachers who often feel ill equipped to address such behavior. Behavior analytic interventions have been shown to be effective for reducing problem behavior in the classroom. Less is known about the impact of these interventions when implemented using digital technology. The purpose of the…
Descriptors: Behavior Modification, Intervention, Behavior Problems, Technology Uses in Education
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Xu, Wen-Wen; Su, Chien-Yuan; Hu, Yue; Chen, Cheng-Huan – Journal of Science Education and Technology, 2022
The use of augmented reality (AR) technology in the science curriculum has the potential to assist students in comprehending abstract and complex concepts or unobservable phenomena, as well as to better explain knowledge regarding science content by superimposing virtual objects over genuine items or environments in a multidimensional approach.…
Descriptors: Computer Simulation, Educational Technology, Science Education, Science Achievement
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Remo Fernández-Carro; José Miguel Vílchez-González; José Eduardo Vílchez; Ángel Ezquerra – International Journal of Science Education, Part B: Communication and Public Engagement, 2025
A survey was conducted to investigate how samples of 452 pre-service teachers from 5 Spanish universities seek information on science and technology using informal resources, particularly the Internet. Findings reveal that pre-service teachers exhibit information-seeking patterns similar to their age group in the wider population, predominantly…
Descriptors: Preservice Teachers, Teacher Education Programs, Information Seeking, Internet
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Valeriy Savin; Alexander Osadchy; Lyudmila Savina; Igor Stasuk; Ivan Barinov – International Society for Technology, Education, and Science, 2023
The proposed computer system implements a scheme of joint-classroom and distance learning, scientific and exploratory research in order to motivate and stimulate students' independent work in acquiring professional competencies. The developed system reflects both the traditional structure of education in universities using groups of students,…
Descriptors: Distance Education, Job Training, Engineering, Sciences
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Thomas Sergent; Morgane Daniel; François Bouchet; Thibault Carron – IEEE Transactions on Learning Technologies, 2024
Self-regulated learning (SRL) skills are critical for students of all ages to maximize their learning. Two key processes of SRL are being aware of one's performance (self-evaluation) and believing in one's capabilities to produce given attainments (self-efficacy). To assess and improve these capabilities in young children (5-8), we use a literacy…
Descriptors: Self Evaluation (Individuals), Self Efficacy, Self Management, Children
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Apaydinli, Köksal – Journal of Educational Technology and Online Learning, 2023
This study aims to examine the studies scanned in Web of Science and Scopus databases between 2006-2020 on the use of augmented reality applications in music education in terms of their descriptive features, methodological features, and outcomes, and to reveal the trends in this field. The criterion sample approach was utilized in this qualitative…
Descriptors: Music Education, Educational Research, Computer Simulation, Educational Technology
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Sun He; Thosporn Sangsawang – Turkish Online Journal of Educational Technology - TOJET, 2023
The objectives of this study were to (1) investigate the efficiency of blended teaching online according to the Super Star Learning Pass model on Basic computer application for Shunde Technical Vocational College, (2) compare students' achievements before and after learning through blended teaching online according to the Super Star Learning Pass…
Descriptors: Blended Learning, Electronic Learning, Vocational Education, Technical Education
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