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Ling, Guangming; Williams, Jean; O'Brien, Sue; Cavalie, Carlos F. – ETS Research Report Series, 2022
Recognizing the appealing features of a tablet (e.g., an iPad), including size, mobility, touch screen display, and virtual keyboard, more educational professionals are moving away from larger laptop and desktop computers and turning to the iPad for their daily work, such as reading and writing. Following the results of a recent survey of…
Descriptors: Tablet Computers, Computers, Essays, Scoring
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Payne, Linda; Tawfik, Andrew; Olney, Andrew M. – TechTrends: Linking Research and Practice to Improve Learning, 2022
As computers have become commonplace in everyday life, educators have begun to shift focus from "working" with computers (computer literacy) to "thinking" with computers (computational thinking). This article describes the progression of computational thinking (CT) from a historical perspective. This paper will first review the…
Descriptors: Computation, Thinking Skills, Computer Uses in Education, History
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Michael Adorjan; Rosemary Ricciardelli; Mohana Mukherjee – British Journal of Educational Studies, 2024
Restorative practices are gaining traction as alternative approaches to student conflict and harm in schools, potentially surpassing disciplinary methods in effectiveness. In the current article, we contribute to the evolving understanding of restorative practices in schools by examining qualitative responses from educators regarding restorative…
Descriptors: Computer Security, Restorative Practices, Bullying, Computer Mediated Communication
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Hamisi Mfaume; Margareth Bilinga – Journal of Learning for Development, 2024
The invention of digital ICT devices is one of the most important developments in the history of humankind, and education can greatly benefit from it. However, cyber ethics violations by teachers have become prevalent and are expected to increase unless measures are taken. This study explored education stakeholders' perspectives on ways to promote…
Descriptors: Foreign Countries, Secondary School Teachers, Stakeholders, Computer Security
Jennifer M. Vandiver – ProQuest LLC, 2024
The present study investigated the experiences of educators who taught in the virtual world Second Life®. Second Life has shown promise in the field of higher education but identified gaps exist: the identification of a set of best practices, a foundational theory, and educators' experiences using Second Life in higher education. Using a single…
Descriptors: Teacher Attitudes, Computer Games, Computer Mediated Communication, Technology Integration
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Yadu Prasad Gyawali; Meghna Mehndroo – International Journal of Education and Development using Information and Communication Technology, 2024
The incorporation of computer technology in higher education has experienced substantial expansion and evolution in recent years. This study aims to examine the possibilities and problems that emerge throughout the integration process. Through an analysis of the multifaceted components associated with integrating computer technology within higher…
Descriptors: Technology Integration, Computers, Access to Education, Independent Study
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Sotirios Karanasios; Marina Papastergiou – Education and Information Technologies, 2024
Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in…
Descriptors: Learning Activities, Educational Games, Learning Management Systems, Telecommunications
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Wang-Trexler, Nicole; Yeh, Martin K.-C.; Diehl, William C.; Heiser, Rebecca E.; Gregg, Andrea; Tran, Ling; Zhu, Chenyang – International Journal of Web-Based Learning and Teaching Technologies, 2021
Software applications in educational technology have been a strong driving force for the success of online learning at all levels. These applications are created for various purposes and are used by a range of experts. The development of a successful educational technology software takes a deliberate team effort and thoughtful project management.…
Descriptors: Computer Software, Educational Technology, Computer Oriented Programs, Computer System Design
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Jonathan W. Camp; Heather Johnson – Communication Teacher, 2025
This paper introduces generative AI for the graphic design of student presentation aids in a university public-speaking classroom. Students learn to use generative AI as an efficient enhancement to the creative process while preserving the integrity of the content. Students' slide presentations show improvement resulting from the activity, and…
Descriptors: Artificial Intelligence, Technology Uses in Education, Public Speaking, Computer Software
Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
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Corinna S. Martarelli; Josua Dubach; Natalie Schelleis; Trix Cacchione; Sebastian Tempelmann – Educational Technology Research and Development, 2025
Virtual reality (VR) can provide access to otherwise inaccessible aspects of the world and thus promote science learning. We developed a VR learning tool about the water cycle, with 11 lessons for classroom teaching at the primary level. We assessed prior knowledge before a four-week intervention and learning outcomes directly after the…
Descriptors: Computer Simulation, Elementary School Science, Science Education, Water
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Jingyi Xie; Jiao Jiao – Educational Technology Research and Development, 2025
The formation of the digital divide is influenced by both objective factors, such as insufficient digital resources, and subjective factors, such as technology acceptance. This study employs a mixed-methods approach, utilizing the KANO model to analyze learners' demand attributes and the UTAUT model to examine subjective factors influencing…
Descriptors: Technology Uses in Education, Electronic Learning, Computer Attitudes, Developing Nations
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Ali Alsaawi; Mohammad Almoaily; Fahad Almulhim; Nesreen Alahmadi; Hamza Alshenqeeti – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Artificial intelligence (AI) is one of the fastest growing technologies today. Its extraordinary scope and capabilities have led people of all ages and abilities to employ it in many of their activities. Language learning is a lifetime experience that could benefit from the use of AI and thus it is worth exploring people's awareness of this…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
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Jessica Brown; Jacqueline DeLisi; Lukas Winfield; Makoto Hanita; Anne Wang – Grantee Submission, 2025
The EIR-funded Work-Based Learning for Computer Science (WBL4CS) grant implemented a three-course, two-year Computer Science (CS) pathway in 20 Rhode Island High Schools. Evaluators from Education Development Center (EDC) employed a cluster randomized controlled trial to study the impact of integrating a Work-Based Learning course into the first…
Descriptors: Work Based Learning, Computer Science Education, High School Students, Career Pathways
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Yiluo Wang; Lifang Pan – Education and Information Technologies, 2025
At present, when the educational process takes place both in classrooms and remotely, the role of innovative technologies is rapidly increasing. The purpose of the study is to determine the influence of immersive virtual reality in teaching on predictors of emotional intelligence development in university students. The questionnaire method was…
Descriptors: College Students, Computer Simulation, Emotional Intelligence, Technology Integration
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