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Yanqing Wang; Shaoying Gong; Ning Jia; Ying Liu – Journal of Computer Assisted Learning, 2025
Background: Online learning is becoming increasingly popular among learners. To enhance the effectiveness of online learning, researchers have embedded an affective pedagogical agent (PA) on the computer screen to help regulate learners' emotions and support their learning. However, previous research has paid little attention to the effects of…
Descriptors: Metacognition, Prompting, Electronic Learning, Computer Uses in Education
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Xiaoxue Leng; Fuxing Wang; Richard E. Mayer; Tingting Zhao – British Journal of Educational Technology, 2024
This study investigated the effectiveness of visual training or verbal training on how to use a text-picture processing strategy for learning from computer-based multimedia instructional material. Sixty-nine university students were randomly assigned to the verbal training group (students received text-based instruction for a text-picture…
Descriptors: Multimedia Instruction, Multimedia Materials, College Students, Pictorial Stimuli
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Qing Yu; Bao-min Li; Qi-yun Wang – Interactive Learning Environments, 2024
In recent years, 3D holographic technology (3DHT) has attracted more and more attention from the field of education, bringing new opportunities to reform the delivery of instruction and learning. Whether the application of 3D holographic technology can effectively improve student learning performance has become a pendent issue. In this study, a…
Descriptors: Visual Aids, Technology, Learning Processes, Meta Analysis
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Rayner Bin Tangkui; Tan Choon Keong – Anatolian Journal of Education, 2023
This study aims to investigate the effect of using Minecraft on Year 5 pupils' higher-order thinking skills (HOTS) in fractional problems-solving. A quasi-experimental pretest and posttest non-equivalent groups design was used. The study sample involved 65 Year 5 pupils from two intact classes which consists of 31 pupils as the treatment group and…
Descriptors: Video Games, Thinking Skills, Fractions, Problem Solving
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Baosen Zhang; Ariana Frkonja-Kuczin; Zhong-Hui Duan; Aliaksei Boika – Journal of Chemical Education, 2023
Computer vision (CV) is a subfield of artificial intelligence (AI) that trains computers to understand our visual world based on digital images. There are many successful applications of CV including face and hand gesture detection, weather recording, smart farming, and self-driving cars. Recent advances in computer vision with machine learning…
Descriptors: Classification, Laboratory Equipment, Visual Aids, Optics
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Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games
Xiaoxu Meng – ProQuest LLC, 2020
A challenge for the virtual reality (VR) industry is facing is that VR is not immersive enough to make people feel a genuine sense of presence: the low frame rate leads to dizziness and the lack of human body visualization limits the human-computer interaction. In this dissertation, I present our research on enhancing visual and gestural fidelity…
Descriptors: Computer Simulation, Visual Aids, Nonverbal Communication, Visual Perception
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Huang, Hsin-Mei E.; Wu, Hsin-Yueh – EURASIA Journal of Mathematics, Science and Technology Education, 2019
This research examined the effects of two instructional treatments on training performance in solid volume measurement and potential effects on solving capacity and displaced volume problems by two related studies. Fifty-three fifth-graders from a public elementary school in Taipei, Taiwan, participated. In the Phase 1 study, the children (n = 27)…
Descriptors: Knowledge Level, Geometry, Mathematics Activities, Intervention
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Turel, Yalin Kilic; Johnson, Tristan E. – Educational Technology & Society, 2012
Interactive whiteboards (IWB) are regarded as one of the most revolutionary instructional technologies for various educational levels. While the impacts of IWBs in classroom settings have been examined recently in a number of studies, this study not only looks at the perception but also examines the actual usage and behaviors associated with…
Descriptors: Beliefs, Computer Uses in Education, Educational Technology, Teacher Attitudes
Brown-Wyatt, Valencia – ProQuest LLC, 2011
Under No Child Left Behind Act 2001, the Reading First initiative was a component geared toward strengthening literacy skills in schools that were in need of improvement. Despite the intervention attempts through this initiative, research shows that students continue to struggle in literacy, which widens the achievement gap in urban school…
Descriptors: Achievement Gap, Elementary School Students, Urban Schools, Literacy Education
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Coleman, Mari Beth – TEACHING Exceptional Children Plus, 2009
Microsoft PowerPoint software is widely used in business and higher education and is growing in use with school-aged students. A small body of research has demonstrated that it can be effective in enhancing skill instruction for individuals with disabilities. PowerPoint is not a difficult program to learn, but it provides endless possibilities for…
Descriptors: Access to Computers, Disabilities, Instructional Materials, Visual Aids
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Campbell, Monica L.; Mechling, Linda C. – Remedial and Special Education, 2009
This investigation examined the effectiveness of teaching letter sounds in a small group arrangement using computer-assisted instruction with SMART Board technology and a 3s constant time delay procedure to three students with learning disabilities. A multiple probe design across letter sound sets and replicated across students evaluate the…
Descriptors: Feedback (Response), Small Group Instruction, Stimuli, Investigations
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Reedy, Gabriel B. – Technology, Pedagogy and Education, 2008
PowerPoint and other visual technologies have become pervasive in schools. Adoption of these technologies is perceived as a necessary--or, at the very least, an educationally appropriate--innovation in UK schools, even though systematic examination of their use is relatively recent. On the basis of a wider ethnographic study of ICT use in one UK…
Descriptors: Computer Uses in Education, Ethnography, Educational Technology, Foreign Countries
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Lauer, Tobias; Busl, Sandra – Interactive Technology and Smart Education, 2007
Collaborative learning with recorded lectures and presentations can be supported by allowing users to anchor notes in the documents and exchange them with other learners. While the traditional modality for annotation and discussion is text, there are a number of reasons in favour of supporting other media and modalities as well. We describe the…
Descriptors: Computer Assisted Instruction, Multimedia Instruction, Speech, Cooperative Learning
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Avila, Ramon A.; And Others – Psychology in the Schools, 1995
Studies the effects of computer-generated lecture material by using two groups of students and their examination scores. The first group was presented with still computer graphics for four weeks, then returned to traditional materials for a second four weeks. The second group used traditional materials first, followed by the computer graphics.…
Descriptors: College Students, Computer Assisted Instruction, Computer Uses in Education, Educational Media
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