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Meryem Konu Kadirhanogullari; Esra Özay Köse – International Journal of Research in Education and Science, 2024
This study aims at a detailed analysis of bibliometric studies in science education through articles published in peer-reviewed journals. The bibliometric network analysis performed on 846 articles in the Scopus database was conducted on the bibliographic data obtained using the VOSviewer program. In the citation analysis phase, the bibliometrix…
Descriptors: Bibliometrics, Journal Articles, Educational Research, Science Education
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Agariadne Dwinggo Samala; Soha Rawas; Sandi Rahmadika; Santiago Criollo-C; Ryan Fikri; Randi Proska Sandra – Discover Education, 2025
Virtual reality (VR) has emerged as a transformative technology in education, enabling immersive simulations that foster student engagement and improve knowledge retention. This study presents a bibliometric analysis of global trends, research patterns, and challenges related to the integration of VR in educational contexts. Data were collected…
Descriptors: Computer Simulation, Computer Uses in Education, Educational Trends, Educational Research
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Kocak, Omer – Education and Information Technologies, 2022
Web-based student response systems (SRSs) is one of the web 2.0 tools that have recently started to be used frequently by researchers and educators, with the widespread use of smartphones among students. This study aims to present a systematic review of the literature on SRS used in educational settings. With this study, teachers and researchers…
Descriptors: Audience Response Systems, Web 2.0 Technologies, Computer Uses in Education, Educational Technology
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Fahrenbach, Florian; Luomi-Messerer, Karin – European Journal of Training and Development, 2022
Purpose: This paper aims to draw on a socio-technical perspective to explore how information and communication technology (ICT) supports the validation of non-formal and informal learning (VNFIL) in specific practices and arrangements. Design/methodology/approach: The authors use qualitative content analysis to analyse 43 country reports of the…
Descriptors: Computer Uses in Education, Nonformal Education, Informal Education, Foreign Countries
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Alayna Murray; Beatrix Koronczai; Orsolya Király; Mark D. Griffiths; Arlene Mannion; Geraldine Leader; Zsolt Demetrovics – Review Journal of Autism and Developmental Disorders, 2022
The present study investigated the association between autism and problematic internet use (PIU) and gaming disorder (GD). A systematic literature search was conducted in accordance with PRISMA guidelines. A total of 2286 publications were screened, and 21 were deemed eligible for inclusion in the review. The majority of the studies found positive…
Descriptors: Autism Spectrum Disorders, Internet, Computer Use, Addictive Behavior
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Juming Jiang; Luke K. Fryer – Journal of Computer Assisted Learning, 2024
Background: The COVID-19 pandemic has greatly impacted education, necessitating alternative methods to traditional face-to-face teaching. This dramatic change, in tandem with increasing awareness of the metaverse--a virtual reality (VR) world wherein humanity might learn, work and socialise--has made a clear need for a better understanding of the…
Descriptors: Computer Simulation, Computer Uses in Education, Influence of Technology, Learning Motivation
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Yun Nga Choy; Eva Yi Hung Lau; Dandan Wu – Education and Information Technologies, 2024
Digital parenting refers to the parenting practices that maximize the benefits and minimize potential risks of children's interactions with digital media and online spaces. Balancing the pros and cons of early digital usage is a challenge for many caregivers. This scoping review synthesizes evidence regarding digital parenting practices and their…
Descriptors: Parenting Styles, Parenting Skills, Computer Use, Educational Technology
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Junghwan Kim; Miranda A. Livingston; Bora Jin; Miriam Watts; Jihee Hwang – Adult Learning, 2024
This review study aims to understand the concept of adults' digital health literacy (DHL), a recently emerging significant concept but still confused. For this, we seek to find the core competencies of digital health literacy by comparing those of existing relevant literacy concepts (i.e., health literacy and digital literacy). We identified seven…
Descriptors: Adults, Health Behavior, Digital Literacy, Competence
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Nicolai Plintz; Dirk Ifenthaler – International Association for Development of the Information Society, 2024
This study aims to develop a preliminary model for the content validation of serious games, specifically to assess two cybersecurity games designed for children aged 8-13 years as part of the Erasmus+ project "SuperCyberKids". Using a scoping review of databases from pedagogy, psychology, and computer science, we identified current…
Descriptors: Computer Security, Educational Games, Computer Uses in Education, Game Based Learning
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Serine Torosian; Vanad Mousakhani; Samantha Wehsener; Vineeta Ramnauth; Gabrielle Walcott-Bedeau – Discover Education, 2025
Background: The use of virtual reality (VR) training in high-stakes fields, including medicine, aviation, and the military, prepares individuals for complex scenarios in a safe and controlled setting. VR aligns with dual-code theory, enhancing learning through visual and kinesthetic engagement. This review investigates the application and…
Descriptors: Computer Simulation, Computer Uses in Education, Medical Education, Premedical Students
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Bea Wohl – International Journal of Computer Science Education in Schools, 2025
This paper will present a brief history of computing education in England from 1970 to 2014. It sets out to provide the context which shaped the 2014 computing curriculum. After this curriculum had been in place for almost a decade, the paper provides an opportunity to see how computing skills, including information communications technology…
Descriptors: Foreign Countries, Computer Science Education, Educational History, Information Technology
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Peidi Gu; Yihang Li; Hailin Ji; Yiran Zhang; Yi Zhang; Yanhong Luo – Educational Psychology Review, 2025
While haptic interactions are increasingly integrated into embodied Extended-Reality (XR) educational systems, their impacts on students' learning outcomes remain underexplored. To address this gap, a comprehensive three-level meta-analysis of 25 studies (50 effect sizes) was conducted to evaluate how haptic interactions in XR learning…
Descriptors: Tactual Perception, Computer Simulation, Computer Uses in Education, Outcomes of Education
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Shi, Guangyu; Chan, Kan Kan; Lin, Xiao-Fan – Education and Information Technologies, 2023
The pervasive use of the Internet and technology has its impact on citizens' civic participation. There are growing numbers of research which explore digital citizenship (DC) for citizens' better civic participation in the information society. With the growing attention of digital citizenship, a systematic review of empirical research focused on…
Descriptors: Internet, Citizen Participation, Research, Research Methodology
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Christian X. Navarro-Cota; Ana I. Molina; Miguel A. Redondo; Carmen Lacave – IEEE Transactions on Education, 2024
Contribution: This article describes the process used to create a questionnaire to evaluate the usability of mobile learning applications (CECAM). The questionnaire includes specific questions to assess user interface usability and pedagogical usability. Background: Nowadays, mobile applications are expanding rapidly and are commonly used in…
Descriptors: Usability, Questionnaires, Electronic Learning, Computer Oriented Programs
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Liu, Mengrong; Pang, Weiguo; Guo, Jiajun; Zhang, Yiwen – Education and Information Technologies, 2022
Creativity is essential for the sustainable development of both individuals and organizations. The constant permeation of technology into everyday life is expected to facilitate the cultivation of creativity. To date, no consistent answer has been reached regarding the effect of technology on creativity. This study conducted a three-level…
Descriptors: Meta Analysis, Educational Technology, Multimedia Materials, Creativity
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