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Emmanuel Burguete; Bernard Coulibaly; Vassilis Komis – Education and Information Technologies, 2025
To design and script courses, practitioners often collaboratively use simple and tangible tools such as Post-it notes. In light of this, research and development were conducted to develop Eduscript Doctor, an analogic tool that would retain the inductive potential of Post-it notes while structuring the pedagogical scripting process. This…
Descriptors: Instructional Design, Program Implementation, MOOCs, Scripts
Yitong Chen; Zerong Xie; Dickson K. W. Chiu – Education and Information Technologies, 2024
This research studies the motivational factors used in educational video games through the lens of 6 C's learning motivation model with text mining of the players' reviews and comments. This research seeks to offer insight for game producers and educational institutions to investigate the effectiveness of these motivators for increasing player…
Descriptors: Educational Games, Video Games, Motivation Techniques, Technology Uses in Education
Na Li; Henk Huijser; Shujuan Zhang; Tao Zhang; Xiaojun Zhang – Education and Information Technologies, 2024
Learning design has become increasingly important in the context of expanding and dynamic digital learning environments. More traditional teaching approaches are no longer sufficient to engage learners in these changing learning environments. Teachers and aspiring learning designers therefore increasingly need learning design expertise, which…
Descriptors: Educational Objectives, Instructional Design, Electronic Learning, Taxonomy
Hung-Yue Suen; Kuo-En Hung – Education and Information Technologies, 2025
In the rapidly evolving landscape of higher education and adult learning, asynchronous video-based online learning has not only become the new norm but has also emerged as the cornerstone of instructional delivery for Massive Open Online Courses (MOOCs). Despite its widespread adoption, this learning mode confronts a critical challenge: the…
Descriptors: Learner Engagement, Psychological Patterns, Speech Communication, Suprasegmentals
Candace Walkington; Mitchell J. Nathan; Julianna Washington; Jonathan Hunnicutt; Taylor Darwin; LeaAnne Daughrity; Kelsey Schenck – Education and Information Technologies, 2025
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by adding technical information or illustrations onto 3D space. Although AR-based applications are showing positive effects in many systematic reviews and meta-analyses, well-designed, rigorous studies with strong control…
Descriptors: High School Students, Geometry, Computer Simulation, Tablet Computers
Roman Chvátal; Jana Slezáková; Stanislav Popelka – Education and Information Technologies, 2024
In the realm of mathematics education, geometry problems assume a pivotal role by fostering abstract thinking, establishing a connection between theory and practice, and offering a tangible portrayal of reality. This study focuses on comprehending problem-solving methodologies by observing the eye movements of 45 primary and multi-year grammar…
Descriptors: Problem Solving, Learning Strategies, Imagination, Geometry
Thorsten Otto; Barbara Thies – Education and Information Technologies, 2024
In recent years, social media such as YouTube, TikTok, and Instagram have become an essential part of the everyday lives of children and young adults. Integrating elements of these social media into higher education may have the potential to enhance situational intrinsic learning motivation through the emotional design and proximity to students'…
Descriptors: Influences, Social Media, Student Motivation, Student Attitudes
Joseph Kee-Ming Sia; Ivy S. H. Hii; Ling Jong; Wai Wah Low – Education and Information Technologies, 2024
Extensive research has been conducted to investigate the role of emojis in interpretation, impression, perceptions, personality and relationship building. However, in the higher education sector, few studies have examined how emojis influence the learning motivation and performance of students. Using the theories of source credibility and stimulus…
Descriptors: Visual Aids, Orthographic Symbols, Communication Skills, Student Motivation
Yan Xiong; Guo Xinya; Junjie Xu – Education and Information Technologies, 2024
Learning engagement is an essential indication to define students' learning pacification in the class, and its automated identification technique is the foundation for exploring how to effectively explain the motive of learning impact modifications and making intelligent teaching choices. Current research have demonstrated that there is a direct…
Descriptors: Learner Engagement, Learning Processes, Automation, Artificial Intelligence
Mohammad Rajiur Rahman; Raga Shalini Koka; Shishir K. Shah; Thamar Solorio; Jaspal Subhlok – Education and Information Technologies, 2024
Video is an increasingly important resource in higher education. A key limitation of lecture video is that it is fundamentally a sequential information stream. Quickly accessing the content aligned with specific learning objectives in a video recording of a classroom lecture is challenging. Recent research has enabled automatic reorganization of a…
Descriptors: Lecture Method, Video Technology, Navigation (Information Systems), Artificial Intelligence
Zoltán Kátai; Pálma-Rozália Osztián; David Iclanzan – Education and Information Technologies, 2024
Visual storytelling, particularly through dance choreographies as showcased in previous AlgoRythmics performances, has been effective in communicating relatively straightforward algorithms in an engaging and memorable way. Nevertheless, when addressing complex algorithmic concepts, an approach with greater expressiveness and flexibility becomes…
Descriptors: Algorithms, Story Telling, Methods Courses, Theater Arts
Ghazi Rekik; Yosra Belkhir; Ghada Jouira; Mohamed Jarraya; Cheng-Deng Kuo; Yung-Sheng Chen – Education and Information Technologies, 2025
The current study was designed to investigate how varied time of day (ToD) could affect the acquisition of basketball game actions from different video formats. First-year physical education students (i.e., novice practitioners) were quasi-randomly assigned to three experimental conditions: continuous video, macro-segmented video, or…
Descriptors: Video Technology, Physical Education, Psychomotor Skills, Team Sports
Shaorong Ji; Nur Azlina Mohamed Mokmin; Jiawei Wang – Education and Information Technologies, 2025
The traditional educational approaches in art classrooms have increasingly fallen short of addressing the needs of learners in an era marked by rapid technological advancements. Augmented reality (AR), as a leading representative of these emerging technologies, has recently been integrated into traditional educational methods, repeatedly…
Descriptors: Computer Simulation, Influence of Technology, Visual Aids, Communications
Zhao, Ruibin; Zhuang, Yipeng; Zou, Di; Xie, Qin; Yu, Philip L. H. – Education and Information Technologies, 2023
Grading assignments is inherently subjective and time-consuming; automatic scoring tools can greatly reduce teacher workload and shorten the time needed for providing feedback to learners. The purpose of this paper is to propose a novel method for automatically scoring student responses to picture-cued writing tasks. As a popular paradigm for…
Descriptors: Artificial Intelligence, Automation, Scoring, Visual Aids
Skulmowski, Alexander – Education and Information Technologies, 2022
Realistic visualizations are abundantly used in digital education. However, the use of realism is still thought to risk a cognitive overload due to excessive details. Moreover, it is still not precisely known whether there is an optimal level of realism that benefits learners the most. In two experimental studies, different versions of anatomical…
Descriptors: Visual Aids, Computer Assisted Instruction, Cognitive Processes, Difficulty Level