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Ye, Pinghao; Liu, Liqiong; Gao, Linxia; Mei, Quanjun – International Journal of Information and Communication Technology Education, 2020
The article finds the main factors affecting women's continuance intention for mobile games, and analyze how and to what extent these factors affect women's continuance intention for mobile games in a research model. In this study, a Model of Factors Affecting Women's continued interest in mobile gaming is comprised of eight variables and relevant…
Descriptors: Females, Computer Games, Telecommunications, Handheld Devices
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Brezavšcek, Alenka; Šparl, Petra; Žnidaršic, Anja – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The aim of the paper is to investigate the main factors influencing the adoption and continuous utilization of statistical software among university social sciences students in Slovenia. Based on the Technology Acceptance Model (TAM), a conceptual model was derived where five external variables were taken into account: statistical software…
Descriptors: Foreign Countries, Computer Software, College Students, Social Sciences
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Araújo, Rafael D.; Brant-Ribeiro, Taffarel; Mendonça, Igor E. S.; Mendes, Miller M.; Dorça, Fabiano A.; Cattelan, Renan G. – Educational Technology & Society, 2017
This article presents a social and collaborative model for content enrichment in Ubiquitous Learning Environments. Designed as a loosely coupled software architecture, the proposed model was implemented and integrated into the Classroom eXperience, a multimedia capture platform for educational environments. After automatically recording a lecture…
Descriptors: Educational Technology, Technology Uses in Education, Models, Computer Software
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Huang, T. K. – Interactive Learning Environments, 2018
The study makes use of the photo-hosting site, namely Flickr, for students to upload screenshots to demonstrate computer software problems and troubleshooting software. By creating non-text stickers and text-based annotations above the screenshots, students are able to help one another to diagnose and solve problems with greater certainty. In…
Descriptors: Educational Technology, Technology Uses in Education, Resistance (Psychology), Technology Integration
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Cho, Jaehee; Lee, H. Erin; Quinlan, Margaret – Journal of American College Health, 2017
Objective: Based on the technology acceptance model (TAM), we explored the nationally-bounded roles of four predictors (subjective norms, entertainment, recordability, and networkability) in determining the TAM variables of perceived usefulness (PU), perceived ease of use (PEOU), and behavioral intention (BI) to use diet/fitness apps on…
Descriptors: Cross Cultural Studies, Telecommunications, Handheld Devices, College Students
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Arimoto, Maurício M.; Barroca, Leonor; Barbosa, Ellen F. – Informatics in Education, 2016
Open Educational Resources have emerged as important elements of education in the contemporary society, promoting life-long and personalized learning that transcends social, economic and geographical barriers. To achieve the potential of OERs and bring impact on education, it is necessary to increase their development and supply. However, one of…
Descriptors: Resource Units, Computer Uses in Education, Shared Resources and Services, Educational Technology
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Cote, Travis; Milliner, Brett – Research-publishing.net, 2015
E-learning has become a crucial component of most tertiary institution's education initiatives (Park, Lee, & Cheong, 2007) and core to most e-learning strategies is the institution's Content Management System (CMS). A CMS has the potential to enhance language courses by facilitating engagement with class content, providing students with…
Descriptors: Blended Learning, Technology Uses in Education, Electronic Learning, Educational Technology
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Chen, Ruey-Shin; Liu, I-Fan – Journal of Educational Computing Research, 2017
Currently, e-learning systems are being widely used in all stages of education. However, it is difficult for school administrators to accurately assess the actual usage performance of a new system, especially when an organization wishes to update the system for users from different backgrounds using new devices such as smartphones. To allow school…
Descriptors: Educational Technology, Technology Uses in Education, College Students, Student Attitudes
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Charij, Stephanie; Oikonomou, Andreas – International Journal of Game-Based Learning, 2013
With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This paper assesses the ability to use a form of biometric measurement, heart rate, in real-time to improve the challenge and enjoyment of a game by catering it to…
Descriptors: Computer Games, Measurement Techniques, Human Body, Biology
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Menolli, André Luís Andrade; Reinehr, Sheila; Malucelli, Andreia – Informatics in Education, 2013
New technologies, such as social networks, wikis, blogs and other social tools, enable collaborative work and are important facilitators of the social learning process. Many companies are using these types of tools as substitutes for their intranets, especially software development companies. However, the content generated by these tools in many…
Descriptors: Social Networks, Computer Mediated Communication, Resource Units, Computer Software
Schwartz, Daniel L.; Buckley, Jeanne – 1990
This study tested the hypothesis that children bring specifiable expectations to their use of interactive computer programs, and that these expectations will determine, to a large extent, which features of a given program will be motivating to a child. It is also argued that the different genres of interactivity relied upon by software designers…
Descriptors: Computer Software, Content Analysis, Design Preferences, Grade 5
Chin, John P.; Zecker, Steven G. – 1985
This experiment examined the relationship between computer programming and the following factors: mathematical ability, locus of control, introversion/extraversion, anxiety, and task time allocation. The programming performance of 14 male and 18 female students in a college-level introductory computer science course was measured by means of a math…
Descriptors: Computer Science Education, Computer Software, Correlation, Higher Education
Soderston, Candace; German, Carol – 1984
Over the past several years, technical communicators have been struggling to change some of the stylistic traditions inherited from scientific discourse. Rhetoricians, writing teachers, and psychologists all agree that the use of analogy and first- or second-person sentence construction make for more effective communication than the absence of…
Descriptors: Analogy, Attitude Measures, Communication Research, Computer Software