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Matisse Poupard; Florian Larrue; Hélène Sauzéon; André Tricot – British Journal of Educational Technology, 2025
Immersive technologies are assumed to have many benefits for learning due to their potential positive impact on optimizing learners' cognitive load and fostering intrinsic motivation. However, despite promising results, the findings regarding the actual impact on learning remain inconclusive, raising questions about the determinants of efficacy.…
Descriptors: Educational Technology, Academic Achievement, Cognitive Processes, Learning Motivation
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Thomas Rogers; Mike Carbonaro – Journal of Teaching and Learning, 2025
This paper explores the distinctions and connections between AI literacy and AI fluency, drawing parallels with the historical development of other literacies such as computer literacy and digital fluency. The paper argues that while AI literacy focuses on understanding and evaluating AI technologies, AI fluency represents a higher-order…
Descriptors: Elementary Secondary Education, Artificial Intelligence, Multiple Literacies, Computer Uses in Education
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Paul Atkinson; Tim Flanagan – Studies in Philosophy and Education, 2024
The digital humanities have developed in concert with online systems that increase the accessibility and speed of learning. Whereas previously students were immersed in the fluidity of campus life, they have become suspended and drawn-into various streams and currents of digital pedagogy, which articulate new forms of epistemological movement,…
Descriptors: Humanities, Electronic Learning, Educational Technology, Technology Uses in Education
Sylena Marie Measles – ProQuest LLC, 2024
This qualitative, exploratory dissertation aimed to describe how accessibility, usability, and cognitive load experts explained and experienced the usability and accessibility aspects of the LT department's website pages, information, and digital links. A usability, accessibility, and cognitive load manual examination was conducted with four…
Descriptors: Usability, Access to Information, Cognitive Processes, Difficulty Level
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Serena Lee-Cultura; Kshitij Sharma; Michail N. Giannakos – IEEE Transactions on Learning Technologies, 2024
Teacher dashboards provide insights on students' progress through visualizations and scores derived from data generated during teaching and learning activities (e.g., response times and task correctness) to improve teaching. Despite the potential usefulness of enhancing teacher dashboards, and the respective teaching practices, with rich…
Descriptors: Educational Technology, Learning Analytics, Technology Uses in Education, Student Evaluation
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Zhang, Lili; Cheng, Jiaming; Lei, Jing; Wang, Qiu – Education and Information Technologies, 2023
Large classroom configurations and lecture-centered pedagogy discourage student engagement. The advances in educational technology have empowered instructors to fill the gap. This study designed a digital question board (DQB) on digital canvas to facilitate student engagement in large lecture classes. A mixed-methods study with a quasi-experiment…
Descriptors: Learner Engagement, Classroom Environment, Lecture Method, Educational Technology
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Babette Bühler; Tim Fütterer; Luise von Keyserlingk; Efe Bozkir; Enkelejda Kasneci; Peter Gerjets; Ulrich Trautwein – Educational Psychology Review, 2025
Attention is crucial for learners to enhance their learning and build knowledge. Sustaining prolonged attention requires students to self-regulate their behavioral, emotional, and cognitive processes. At the same time, learners engage in mind wandering approximately 30% of the time spent in educational activities, leading to a deterioration in…
Descriptors: Attention Control, Learning Processes, Independent Study, Cognitive Processes
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Wang, Wei-Tsong; Kartika Sari, Mega – Journal of Educational Computing Research, 2024
The designs of gamification platforms are diverse and constantly evolving. Excessive use of various game mechanisms in learning platforms can distract from the learning process. However, the fit of game mechanisms is still uncertain. Thus, this study investigates the effect of achieving fit when implementing game mechanisms on learning outcomes by…
Descriptors: Gamification, Educational Technology, Design, Cognitive Processes
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Nurzhanat Shakirova; Iza Berechikidze; Elvira Gafiyatullina – Education and Information Technologies, 2024
This study evaluated the effect of using AR technology to develop environmental literacy (RQ1), motivation (RQ2), and perceived cognitive load (RQ3) among high school students. The sample of participants in this study included 155 10th -grade students in general education. They took a semester-long Natural Resource Ecology course. The participants…
Descriptors: High School Students, Educational Technology, Student Motivation, Environment
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Doroudi, Shayan – International Journal of Artificial Intelligence in Education, 2023
In this paper, I argue that the fields of artificial intelligence (AI) and education have been deeply intertwined since the early days of AI. Specifically, I show that many of the early pioneers of AI were cognitive scientists who also made pioneering and impactful contributions to the field of education. These researchers saw AI as a tool for…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Cognitive Processes
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Rong Liu; Huina Jia – Asia Pacific Education Review, 2025
Instructional video has become an important teaching resource. In related studies, researchers have found that the playback speed of instructional videos affects learning effect. However, it is not clear whether the learning effect obtained when learners choose different playback speeds is affected by the interactive design of the video (e.g.,…
Descriptors: Educational Technology, Video Technology, Learner Controlled Instruction, Eye Movements
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McKenzie R. Behrendt; Stacy Smallfield – Journal of Occupational Therapy Education, 2024
The rise in technology, social media, and video has led to the desire for short, interactive, and visually appealing instructional materials. Modern learners want flexibility, repeatability, accessibility, and low-stakes knowledge checks. A multimedia e-learning module may meet the learner's desires. This article describes the conception,…
Descriptors: Multimedia Instruction, Electronic Learning, Cognitive Processes, Occupational Therapy
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Kaitlyn Tracy; Ourania Spantidi – IEEE Transactions on Learning Technologies, 2025
Virtual reality (VR) has emerged as a transformative educational tool, enabling immersive learning environments that promote student engagement and understanding of complex concepts. However, despite the growing adoption of VR in education, there remains a significant gap in research exploring how generative artificial intelligence (AI), such as…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Simulation, Educational Technology
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Idit Adler; Liat Liberman; Ilana Dubovi – Journal of Computer Assisted Learning, 2025
Background: This study investigates the effect of immersion levels in virtual reality (VR) learning environments on the acquisition of declarative and procedural knowledge. Prior research indicates that immersion affects cognitive load, but its impact on declarative and procedural knowledge outcomes remains unclear. This study utilises a…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Outcomes of Education
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David Squires; Sameera Massey; Robin Pizzitola; Carmen Tejeda-Delgado; David D. Jimenez – Journal of Educational Technology, 2025
Massive open online courses (MOOCs) have grown in popularity since 2008 but suffer from low completion rates, as low as 2%. This study examines how designing MOOCs with consideration of cognitive load can improve retention and learning outcomes, particularly for adult learners such as educators. Employing a design-based research methodology, five…
Descriptors: MOOCs, Program Design, Difficulty Level, Cognitive Processes
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