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Showing 1 to 15 of 99 results Save | Export
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Roseline Osayi Uwaifo; Mark Igho Osah; Sunday Obro – Journal of Education and Learning (EduLearn), 2025
The study explored innovative instructional strategy: effect of computer-aided instruction on social studies students' achievement and retention outcome. The study was an experimental study. The sample of the study was 180 students. The instrument used for the study was the scholarly achievement test (SAT). Descriptive statistics were utilized to…
Descriptors: Computer Assisted Instruction, Social Studies, Academic Achievement, Academic Persistence
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Brittney Heibel; Ryan Anderson; Marshall Swafford; Bradley Borges – Journal of Agricultural Education, 2024
Incorporating virtual reality (VR) technology into training environments has been effective as it allows training to remain safe, efficient, and meaningful. Welding training is no exception, with research highlighting benefits such as decreased welder anxiety, increased cost- and time-efficiency, reduction in material usage, and advanced levels of…
Descriptors: Computer Simulation, Computer Uses in Education, Computer Assisted Instruction, Welding
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Yavuz Akbulut; Onur Dönmez; Beril Ceylan; Tayfun Firat – Journal of Computing in Higher Education, 2025
Providing pre-training on new material can simplify complex content for learners who may need guidance to understand basic facts and organize their efforts. However, the effect of pre-training on learning outcomes is controversial because it tends to vary by context. Our aim was to investigate the effectiveness of pre-training in reducing…
Descriptors: Training, Cognitive Processes, Difficulty Level, Academic Achievement
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Heidy Rico; Mario de la Puente; Carlos de Oro; Daniela Navarro; Juan Lambis; Guillermo Londoño – Open Education Studies, 2024
This academic inquiry examines the efficacy of virtual reality (VR)-based pedagogy for higher learning, specifically analyzing immersive digital instruction for rural agriculture undergraduates studying soil science in Colombia. The investigation tests two hypotheses: first, simulated learning situations improve academic achievement and student…
Descriptors: Foreign Countries, Undergraduate Students, Agricultural Education, Soil Science
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Lu Ding; Meehyun Yoon; Dongho Kim – Journal of Computer Assisted Learning, 2024
Background: While the effectiveness of tutoring-style videos has been reported in previous studies conducted in laboratories, how these types of videos facilitate students' learning experiences and achievement has not been much explored in prior studies, which prevents discussion on how to design such tutoring-style videos. Objectives: In this…
Descriptors: Tutoring, Video Technology, Computer Assisted Instruction, Teaching Methods
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Sally F. Shady – Biomedical Engineering Education, 2025
Challenge: As biomedical engineers revolutionize medicine, biomedical engineering programs must adapt to the diverse learning styles of the current student population. Students are learning in new ways and instructional strategies need to be adopted. Novel Initiative: Understanding generational attributes is crucial for developing effective…
Descriptors: Undergraduate Students, Biomechanics, Science Instruction, Problem Based Learning
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Essel, Harry Barton; Vlachopoulos, Dimitrios; Tachie-Menson, Akosua; Johnson, Esi Eduafua; Baah, Papa Kwame – International Journal of Educational Technology in Higher Education, 2022
Chatbot usage is evolving rapidly in various fields, including higher education. The present study's purpose is to discuss the effect of a virtual teaching assistant (chatbot) that automatically responds to a student's question. A pretest-posttest design was implemented, with the 68 participating undergraduate students being randomly allocated to…
Descriptors: Computer Assisted Instruction, Artificial Intelligence, Teaching Assistants, Undergraduate Students
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Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
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Ahmed Haydar; Itamar Souza Santos; Luis Carlos Arcon; Mílton de Arruda Martins; Patricia Zen Tempski; Roberto Zatz – Advances in Physiology Education, 2023
The advent of the COVID-19 pandemic forced medical schools around the world to adopt emergency remote learning as a resort to avoid interruption of courses. However, the effectiveness of online classes as an educational strategy has been questioned by medical educators and students. In a prospective observational study design, students enrolled in…
Descriptors: Learning Activities, COVID-19, Pandemics, Electronic Learning
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Yihuan Yuan; Jamalludin B. Harun; Zhiru Wang – International Journal of Computer-Assisted Language Learning and Teaching, 2023
As globalization continues to grow, there is an increasing need for skilled interpreters. However, the interpreting skills of many students are still deficient: firstly, they are incapable of understanding the source language clearly; secondly, they are incapable of expressing standard English accurately. Therefore, the purpose of this study is to…
Descriptors: Computer Assisted Instruction, Teaching Methods, Computer Software, Handheld Devices
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Galiya Ldokova; Svetlana Frumina; Suad Abdalkareem Alwaely – Smart Learning Environments, 2025
The aim of the study is to examine the influence of students' psychotypes on their learning using digital educational technologies within the Metaverse. In the course of the longitudinal experimental study, the results of the initial testing of 79 students during their undergraduate studies and the re-testing of 75 of these students during their…
Descriptors: Undergraduate Students, Graduate Students, Psychological Characteristics, Brain
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George Hanshaw; Joanna Vance; Craig Brewer – Open Praxis, 2024
This study examines the impact of AI course assistants on student learning experiences in online undergraduate courses at Los Angeles Pacific University. A controlled experiment involving 92 students across treatment and control groups was conducted to evaluate the effectiveness of AI assistants developed by Nectir. The treatment group had access…
Descriptors: Instructional Effectiveness, Artificial Intelligence, Student Experience, Undergraduate Students
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Lee, Jang Ho; Lee, Hansol – Language Awareness, 2023
As digital technology is becoming an increasingly critical component of education, learners' socioeconomic status (SES) and technology use are becoming more important in their learning. In the context of English learning, the present study modeled how learners' SES and their perception of technology use for language learning are linked to their…
Descriptors: Socioeconomic Status, English (Second Language), Second Language Learning, Second Language Instruction
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Lee, Yuan-Hsuan – Journal of Computer Assisted Learning, 2023
Background: Implementing English medium instruction (EMI) has become a proliferating measure in higher education to embrace globalization. Nevertheless, university students reported various challenges in taking EMI courses. Objectives: This study investigated the effect of the computer-mediated terminology pretraining on university students' EMI…
Descriptors: Teaching Methods, Language of Instruction, Comparative Analysis, English (Second Language)
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Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
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