NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Editorial Projects in Education, 2025
This Spotlight explores the potential of AI to enhance teaching and learning, while also addressing considerations for responsible implementation. From using AI to deliver instruction with human guidance and exploring its impact on standardized testing to providing targeted professional development on AI, these articles offer valuable…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Anthi Karatrantou; Maria-Evangelia Kalamatianou; Christos Panagiotakopoulos – International Society for Technology, Education, and Science, 2023
Educational Robotics in Greece is being used increasingly, while it is hesitantly applied in Special Education as it requires a properly educational trained staff. The present study is a case study aiming to discuss the effects of the utilization of educational robotics in a Special Education School classroom and specifically on students with…
Descriptors: Robotics, Autism Spectrum Disorders, Students with Disabilities, Special Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yildirim, Osman; Ozdener, Nesrin – International Journal of Technology in Education and Science, 2021
Computer games are effective instructional tools used in programming courses to increase students' motivation and engagement. This participatory action research aims to redesign the Object-Oriented Programming course in which the first author is both the instructor and researcher to make it more effective and efficient. In the first step of the…
Descriptors: Action Research, Programming, Computer Science Education, Computer Software
Peer reviewed Peer reviewed
Direct linkDirect link
Inman, Chris; Wright, Vivian H.; Hartman, Julia A. – Journal of Interactive Online Learning, 2010
This study reviewed empirical research conducted in Second Life by educators since Second Life's launch in 2003. The study's purpose was to identify how Second Life is being used in both K-12 and higher education. The methodology, findings, and recommendations of 27 research studies were analyzed. Researchers identified potential problems when…
Descriptors: Higher Education, Elementary Secondary Education, Distance Education, Educational Technology