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Das, Bidyut; Majumder, Mukta; Phadikar, Santanu; Sekh, Arif Ahmed – Research and Practice in Technology Enhanced Learning, 2021
Learning through the internet becomes popular that facilitates learners to learn anything, anytime, anywhere from the web resources. Assessment is most important in any learning system. An assessment system can find the self-learning gaps of learners and improve the progress of learning. The manual question generation takes much time and labor.…
Descriptors: Automation, Test Items, Test Construction, Computer Assisted Testing
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Kim, Gahyoung; Mun, Kongju; Lee, Hyunju – Asia-Pacific Science Education, 2021
This study introduces issue concept maps (IC map) as an instructional tool for exploring students' idea about socio-scientific issues (SSI). By visualizing students' ideas in two dimensions, context and occurrence, IC maps represent what kinds of ideas students have on the issues, and how their ideas change and connect. In the study, we…
Descriptors: Bibliometrics, Computer Simulation, Technology Uses in Education, Foreign Countries
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Dawson, Jordan; Einion-Waller, Alys; Jones, Deborah – Qualitative Research Journal, 2021
Purpose: As society becomes ever more reliant on Internet technology for everyday communications, this paper explores the use of instant messaging (IM) in qualitative research. Discussed within the context of sensitive topic research with potentially hidden and hard-to-reach groups, the purpose of this paper is to discuss the value of adaptive and…
Descriptors: Computer Mediated Communication, Research Methodology, Data Collection, Sexuality
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Shi, Yang; Mao, Ye; Barnes, Tiffany; Chi, Min; Price, Thomas W. – International Educational Data Mining Society, 2021
Automatically detecting bugs in student program code is critical to enable formative feedback to help students pinpoint errors and resolve them. Deep learning models especially code2vec and ASTNN have shown great success for "large-scale" code classification. It is not clear, however, whether they can be effectively used for bug…
Descriptors: Artificial Intelligence, Program Effectiveness, Coding, Computer Science Education
Jorge J. Mendieta – ProQuest LLC, 2021
This qualitative descriptive study explored how full-time faculty of a California higher education institution described their experience with the Information Technology Services employees' commitment, communications, and quality of customer service when resolving classroom Wi-Fi issues. The study used the model of Total Quality Management (TQM)…
Descriptors: Information Technology, Higher Education, Technical Support, Teacher Attitudes
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Pratidhina, Elisabeth; Pujianto; Sumardi, Yosaphat – International Journal of Instruction, 2019
The research aims to: (1) produce a computer program as a learning resource on gas law topics; (2) determine the appropriateness and quality of the computer program; and (3) describe the effectiveness of the computer program to help students in learning the concept of gas law. We employed 4D (define, design, develop, disseminate) models in this…
Descriptors: Foreign Countries, High School Students, Secondary School Science, Physics
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Lindgren, Robb; Morphew, Jason; Kang, Jina; Junokas, Michael – Mind, Brain, and Education, 2019
Research from brain science and the learning sciences support the notion that human cognition is grounded in our sensorimotor engagement with the physical world and that processes of learning can be shaped by our movements and actions. Increasing recognition that effective educational interventions can be seeded with embodied actions is paralleled…
Descriptors: Neurosciences, Schemata (Cognition), Sensory Integration, Nonverbal Communication
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Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
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An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
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Pardoel, Bart; Papadima-Sophocleous, Salomi; Athanasiou, Androulla – Research-publishing.net, 2019
Although the use of games and game elements other than pure entertainment has been studied in several academic fields, studies on completely gamified courses for foreign language learning in secondary schools are still scarce. This exploratory research paper contributes to a better understanding of the affordances of mobile gamification in Foreign…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, German
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Ames, Allison J.; Au, Chi Hang – Measurement: Interdisciplinary Research and Perspectives, 2018
Stan is a flexible probabilistic programming language providing full Bayesian inference through Hamiltonian Monte Carlo algorithms. The benefits of Hamiltonian Monte Carlo include improved efficiency and faster inference, when compared to other MCMC software implementations. Users can interface with Stan through a variety of computing…
Descriptors: Item Response Theory, Computer Software Evaluation, Computer Software, Programming Languages
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Jeon, Jaeho – Education and Information Technologies, 2022
The landscape of self-directed learning in mobile-assisted language learning (MALL) is changing from mechanical and repetitive to communicative and meaningful learning. This is due to the development and integration of conversational agents into mobile devices. Students can learn a language via a self-directed interactive app (SIA) where they can…
Descriptors: Telecommunications, Computer Assisted Instruction, Independent Study, Second Language Learning
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Dawar, Deepak – Information Systems Education Journal, 2022
Learning computer programming is a challenging task for most beginners. Demotivation and learned helplessness are pretty common. A novel instructional technique that leverages the value-expectancy motivational model of student learning was conceptualized by the author to counter the lack of motivation in the introductory class. The result was a…
Descriptors: Teaching Methods, Introductory Courses, Computer Science Education, Assignments
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Couture-Matte, Robin – Canadian Modern Language Review, 2022
The present study explored negotiated interaction with Grade 6 students (age 11-12) engaged in communicative tasks supported by Club Penguin Island, a massively multiplayer online role-playing game (MMORPG). Unlike previous studies on digital games, the present study assessed the use of Club Penguin Island during face-to-face interaction.…
Descriptors: Elementary School Students, Grade 6, Grammar, Second Language Learning
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Johnson, Hailey A.; Adams, Peter N.; Antonenko, Pavlo D. – Journal of Geoscience Education, 2022
The vast extent to which quantitative prerequisites vary among post-secondary geoscience programs often presents a challenge for educators and students alike in courses for which math and physics are foundational. This study discusses the design of GEOAppS, a suite of educational numerical models, and its application toward lowering the…
Descriptors: Computer Software, Physics, Science Instruction, Mathematics Instruction
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