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Ersin Dincelli; Alper Yayla – Journal of Information Systems Education, 2024
The availability of powerful head-mounted displays (HMDs) has made virtual reality (VR) a mainstream technology and spearheaded the idea of immersive virtual experiences within the Metaverse -- a shared and persistent virtual world. Companies are eagerly investing in various VR products and services, aiming to be early adopters and create new…
Descriptors: Information Security, Computer Security, Computer Science Education, Computer Simulation
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Meina Zhu – Journal of Computer Assisted Learning, 2025
Background: Computer programming learning and education play a critical role in preparing a workforce equipped with the necessary skills for diverse fields. ChatGPT and YouTube are technologies that support self-directed programming learning. Objectives: This study aims to examine the sentiments and primary topics discussed in YouTube comments…
Descriptors: Computer Science Education, Programming, Social Media, Video Technology
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Eman Abdullah AlOmar – ACM Transactions on Computing Education, 2025
Large Language Models (LLMs), such as ChatGPT, have become widely popular for various software engineering tasks, including programming, testing, code review, and program comprehension. However, their impact on improving software quality in educational settings remains uncertain. This article explores our experience teaching the use of Programming…
Descriptors: Coding, Natural Language Processing, Artificial Intelligence, Computer Software
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Ahmad Affandi Supli; Xiaojing Yan – Education and Information Technologies, 2024
The primary goal of this research was to examine the impact of Augmented Reality (AR) based virtual interaction and physical interaction on the development of spatial skills in Xining Qinghai, China's primary school students (aged 8 to 10). The research was conducted in a public-school setting with 54 participants using a quasi-experimental…
Descriptors: Computer Simulation, Educational Technology, Computer Mediated Communication, Interaction
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Tom Neuschafer – Journal of Educators Online, 2024
This research used qualitative netnography to examine the use of Duolingo German discussion boards among users of varying levels of engagement. The sample contained six participants of various levels of engagement. The criteria for selecting participants were based on usage counts in the discussion board community. This study aimed to examine…
Descriptors: Second Language Learning, Second Language Instruction, German, Computer Software
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Ramil B. Arante; Daisy Jane Bascon – Journal of Education and Learning (EduLearn), 2025
This study investigates the adequacy and functionality of information and communication technology (ICT) infrastructure for online learning in a Philippine Higher Education Institution (PHEI), particularly in the context of Caraga State University Cabadbaran Campus (CSUCC). Faculty perceptions were gathered through surveys to assess various…
Descriptors: Online Courses, Technology Uses in Education, Higher Education, College Faculty
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Maher Salem; Khalid Samara; Abdel-Karim Al-Tamimi – ACM Transactions on Computing Education, 2024
This study focuses on the challenges encountered in online cybersecurity education. It adopts an exploratory research design using a mixed-methods approach to investigate the perceptions and experiences of postgraduate students enrolled in an online cybersecurity program. The collection of data is structured into two distinct phases. In the…
Descriptors: Information Security, Computer Security, Guidelines, Student Motivation
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Lily Linai Zu – Studies in Applied Linguistics & TESOL, 2025
This study explores the opening sequences of Mandarin text messages on WeChat, focusing on the role of the phrase "zaima," meaning "are you there?" in English, in digital communication. While conversation openings have been widely studied in face-to-face and telephonic interactions, research on text message openings, especially…
Descriptors: Mandarin Chinese, Computer Software, Computer Mediated Communication, Discourse Analysis
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Gargee Mitra; Ashwini Wadegaonkar – Journal of Education and e-Learning Research, 2025
The COVID-19 pandemic necessitated an abrupt transition to virtual learning environments. Microsoft Teams (MS Teams) was adopted by many educational institutions to maintain instructional continuity. This study aimed to explore the perceptions of teachers and students regarding the teaching efficacy of MS Teams, focusing on various educational…
Descriptors: Electronic Learning, Computer Mediated Communication, Synchronous Communication, Computer Oriented Programs
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Christopher Hundhausen; Phill Conrad; Olusola Adesope; Ahsun Tariq – ACM Transactions on Computing Education, 2023
Assessing team software development projects is notoriously difficult and typically based on subjective metrics. To help make assessments more rigorous, we conducted an empirical study to explore relationships between subjective metrics based on peer and instructor assessments, and objective metrics based on GitHub and chat data. We studied 23…
Descriptors: Teamwork, Computer Software, Undergraduate Students, Computer Science Education
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Weiting Yuan – Studies in Applied Linguistics & TESOL, 2025
Few studies have considered the micro-analysis of written laughter in the digital world in its sequential context (beyond frequency and distribution). The present study fills this gap by examining "transcribed" laughter "[Chinese symbols omitted](haha)" in Chinese conversations on WeChat from a conversation analytic…
Descriptors: Computer Software, Computer Mediated Communication, Chinese, Orthographic Symbols
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Turhan, Cigdem; Akman, Ibrahim; Hacaloglu, Tuna – Interactive Learning Environments, 2022
The instructors generally utilize conventional methods in teaching software engineering courses, where the students are provided theoretical knowledge based on text books or lecture notes. Usage of collaborative tools may be a solution to the problems of not practicing the depth of the components of the subject. This study proposes the usage of a…
Descriptors: Computer Mediated Communication, Computer Software, Computer Science Education, Cooperation
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Dmytro Babik; Edward Gehringer; Jennifer Kidd; Kristine Sunday; David Tinapple; Steven Gilbert – Educational Technology Research and Development, 2024
Over the past two decades, there has been an explosion of innovation in software tools that encapsulate and expand the capabilities of the widely used student peer assessment. While the affordances and pedagogical impacts of traditional in-person, "paper-and-pencil" peer assessment have been studied extensively and are relatively well…
Descriptors: Peer Evaluation, Computer Software, Internet, Electronic Learning
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Makransky, Guido; Petersen, Gustav Bøg – Educational Psychology Review, 2023
The need to virtually collaborate across distributed locations has drastically increased. Developments such as the COVID-19 pandemic and new IT platforms like the metaverse have spurred a host of new immersive social applications that are accessed through head-mounted displays. This is expected to stimulate a surge in research on extended…
Descriptors: Cooperative Learning, COVID-19, Pandemics, Computer Simulation
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Filip Moons; Alexander Holvoet; Katrin Klingbeil; Ellen Vandervieren – British Journal of Educational Technology, 2024
In this crossover experiment, we investigated the impact of a statement bank, enabling the reuse of previously written feedback (SA condition), on 45 math teachers' feedback for 60 completed linear equation tests, compared to traditional pen-and-paper feedback (PP condition). In the SA condition, teachers were encouraged to use atomic feedback, a…
Descriptors: Feedback (Response), Equations (Mathematics), Written Language, Mathematics Teachers
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