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Panayiotis Panayides; Elena C. Papanastasiou; Katerina Georgiou; Maria Karekla – European Journal of Education, 2024
This study is an investigation of the validity of the Online Test Anxiety Inventory (O?-TAI) for adult students. The scale contained the 20 items of the Test Anxiety Inventory (Spielberger, 1980), together with five computer anxiety items, all rephrased so as to pertain to online test anxiety. The scale was administered to a large sample of Greek…
Descriptors: Test Validity, Computer Assisted Testing, Test Anxiety, Measures (Individuals)
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Tuire Oittinen – Classroom Discourse, 2024
This paper investigates the accomplishment of highlighting in multiparty video-mediated learning activities. The focus is on moments of screen sharing and the verbal, embodied, and digital resources participants deploy to draw joint attention to a referent on screen. Drawing on screen recorded data (90 h) from an adult education setting (i.e.…
Descriptors: Video Technology, Adult Education, Learning Activities, Attention
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Siem Buseyne; Kamakshi Rajagopal; Thierry Danquigny; Fien Depaepe; Jean Heutte; Annelies Raes – British Journal of Educational Technology, 2024
The objective of this study is to explore new ways of assessing collaborative problem solving (CPS) processes based on different modalities of audio data and their combination. The data collection took place in an educational lab setting during an experiment with adult teams from professional contexts who collaboratively solved multiple problems…
Descriptors: Adult Students, Cooperative Learning, Problem Solving, Computer Uses in Education
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Amanda M. Rosen; Lisa Kerr – Journal of Political Science Education, 2024
To what extent does educational gaming add value to more traditional instructional models in learning core concepts of national security and warfighting? This paper presents the results from a quasi-experimental, cross-sectional, and longitudinal study of students taking two standardized courses in the Joint Military Operations department at the…
Descriptors: Educational Games, Learning Processes, Student Attitudes, National Security