NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 62 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Tilak, Shantanu; Glassman, Michael; Peri, Joshua; Xu, Menglin; Kuznetcova, Irina; Gao, Lixiang – Australasian Journal of Educational Technology, 2022
This paper investigates how psychological needs spurring self-determined motivation relate to collective efficacy for flourishing in online learning communities. Self-determination theory posits individuals experience intrinsic motivation to flourish at educational tasks because of targeted satisfaction of the three psychological needs: autonomy,…
Descriptors: Need Gratification, Self Determination, Self Efficacy, Cooperative Learning
Kishor Datta Gupta – ProQuest LLC, 2021
Defenses against adversarial attacks are essential to ensure the reliability of machine learning models as their applications are expanding in different domains. Existing ML defense techniques have several limitations in practical use. I proposed a trustworthy framework that employs an adaptive strategy to inspect both inputs and decisions. In…
Descriptors: Artificial Intelligence, Cybernetics, Information Processing, Information Security
Peer reviewed Peer reviewed
Direct linkDirect link
Ken Lindblom; Alexandra Rivera; Michael Radice – English Journal, 2020
The science of artificial intelligence, or AI, is leaping ahead as more resources are focused on its promise. In this article, the authors discuss the ways in which we have explored significant, critical questions about AI in a college literature course through reading young adult (YA) novels. Although it's improving, AI or machine intelligence is…
Descriptors: Artificial Intelligence, Adolescent Literature, Language Arts, Discussion (Teaching Technique)
Peer reviewed Peer reviewed
Direct linkDirect link
Johnson, Mark William; Sherlock, David – Interactive Learning Environments, 2014
The Personal Learning Environment (PLE) has been presented in a number of guises over a period of 10 years as an intervention which seeks the reorganisation of educational technology through shifting the "locus of control" of technology towards the learner. In the intervening period to the present, a number of initiatives have attempted…
Descriptors: Educational Environment, Intervention, Educational Technology, Locus of Control
Peer reviewed Peer reviewed
Direct linkDirect link
Guo, Yan Ru; Goh, Dion Hoe-Lian – Journal of Educational Computing Research, 2015
Over the past decade, computer games and other interactive technologies have shown great potential when used in innovative ways to enhance learning. It is now known that learning is associated not only with cognitive ability but also with affect. The incorporation of affective embodied pedagogical agents (EPAs) in computer programs for learning…
Descriptors: Meta Analysis, Affective Behavior, Educational Technology, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Levy, S. T.; Mioduser, D. – International Journal of Computers for Mathematical Learning, 2010
This study investigates how young children master, construct and understand intelligent rule-based robot behaviors, focusing on their strategies in gradually meeting the tasks' complexity. The wider aim is to provide a comprehensive map of the kinds of transitions and learning that take place in constructing simple emergent behaviors, particularly…
Descriptors: Play, Investigations, Young Children, Kindergarten
Peer reviewed Peer reviewed
Direct linkDirect link
Schroeder, Noah L.; Adesope, Olusola O.; Gilbert, Rachel Barouch – Journal of Educational Computing Research, 2013
Research on the use of software programs and tools such as pedagogical agents has peaked over the last decade. Pedagogical agents are on-screen characters that facilitate instruction. This meta-analysis examined the effect of using pedagogical agents on learning by reviewing 43 studies involving 3,088 participants. Analysis of the results…
Descriptors: Meta Analysis, Cybernetics, Artificial Intelligence, Technology Uses in Education
Young, Jeffrey R. – Chronicle of Higher Education, 2008
User awareness is growing in importance when it comes to computer security. Not long ago, keeping college networks safe from cyberattackers mainly involved making sure computers around campus had the latest software patches. New computer worms or viruses would pop up, taking advantage of some digital hole in the Windows operating system or in…
Descriptors: Computer Software, Computer Security, Educational Technology, Social Networks
Peer reviewed Peer reviewed
Direct linkDirect link
Krouk, B. I.; Zhuravleva, O. B. – IEEE Transactions on Education, 2009
This paper reports on the implementation of a self-directed learning process in a circuit theory course, incorporating dynamic training elements which were designed on the basis of a cybernetic model of cognitive process management. These elements are centrally linked in a dynamic learning frame, created on the monitor screen, which displays the…
Descriptors: Feedback (Response), Mathematical Models, Cybernetics, Independent Study
Peer reviewed Peer reviewed
Direct linkDirect link
Collins, Chris – EDUCAUSE Review, 2008
With the advances in computational power, Internet access and speed, and graphical 3D reproductions possible on an "ordinary" home computer, and with the development of new software products that place the ability to create new digital content in the hands of "ordinary" people, everyone is beginning to see in virtual worlds emergent behaviors that…
Descriptors: Higher Education, Educational Technology, Internet, Virtual Classrooms
Peer reviewed Peer reviewed
Direct linkDirect link
Antonacci, David M.; Modaress, Nellie – AACE Journal, 2008
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…
Descriptors: Educational Games, Technological Advancement, Computer Simulation, Computer Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Johnson, Mark; Liber, Oleg – Interactive Learning Environments, 2008
We present the Personal Learning Environment (PLE) as a practical intervention concerning the organization of technology in education. We explain this by proposing a cybernetic model of the "Personal Learner" using Beer's Viable System Model (VSM). Using the VSM, we identify different regulatory mechanisms that maintain viability for learners, and…
Descriptors: Locus of Control, Self Efficacy, Academic Achievement, Cybernetics
Breck, Judy – Educational Technology, 2007
This article is a partial look at what the future of education might be if educational resources become open online. Intertwingularity is discussed as a general term for what OER will do online. Predictions about an open education future are based on nine quotations from books by popular writers about our networked age. When the network mechanisms…
Descriptors: Educational Resources, Shared Resources and Services, Information Management, Information Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Adams, W.; Reid, S.; LeMaster, R.; McKagan, S.; Perkins, K.; Dubson, M.; Wieman, C. – Journal of Interactive Learning Research, 2008
Interactive computer simulations with complex representations and sophisticated graphics are a relatively new addition to the classroom, and research in this area is limited. We have conducted over 200 individual student interviews during which the students described what they were thinking as they interacted with simulations. These interviews…
Descriptors: Computer Assisted Instruction, Physics, Educational Technology, Computer System Design
Peer reviewed Peer reviewed
Direct linkDirect link
Bayne, Sian – Teaching in Higher Education, 2008
As certain areas of practice in higher education shift online, the work of learners and teachers increasingly takes place within the domain of the image. The "digital turn" we are experiencing, both in higher education and in the wider culture, accompanies an "iconic turn" in which the logic of the image as it emerges on our screens has a growing…
Descriptors: Higher Education, Educational Environment, Teaching Methods, Virtual Classrooms
Previous Page | Next Page ยป
Pages: 1  |  2  |  3  |  4  |  5