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Sy Han Chiou; Gongjun Xu; Jun Yan; Chiung-Yu Huang – Grantee Submission, 2023
Recurrent event analyses have found a wide range of applications in biomedicine, public health, and engineering, among others, where study subjects may experience a sequence of event of interest during follow-up. The R package reReg offers a comprehensive collection of practical and easy-to-use tools for regression analysis of recurrent events,…
Descriptors: Data Analysis, Computer Software, Regression (Statistics), Models
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Lathiful Anwar; Cholis Sa’dijah; Tomi Listiawan; Anita Dewi Utami; Hutkemri Zulnaidi – Mathematics Teaching Research Journal, 2025
Conjecture formulation is crucial to mathematics education. Therefore, this study aimed to evaluate challenges prospective mathematics teachers (PMTs) encounter when using GeoGebra to formulate geometrical conjecture. A qualitative case study was conducted with an exploratory strategy to provide a complete comprehension of the occurrence. Six…
Descriptors: Geometry, Geometric Concepts, Concept Formation, Computer Software
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Panagiota Chatzidaki; Urban Eriksson; Sarah Zoechling; Sascha Schmeling; Tobias Fredlund – Physical Review Physics Education Research, 2025
Following the global COVID-19 pandemic, digital learning environments have gained in importance in education all around the world. A new digital learning format called a "Digital Learning Module" (DLM) was developed within the Physics Education Research (PER) group at CERN, consisting of a series of prerecorded explanatory and experiment…
Descriptors: Physics, Science Instruction, Scientific Research, Educational Research
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Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior
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Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
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Jihane Amayou; Olgun Sadik; Kelli Paul – Journal of Learning and Teaching in Digital Age, 2025
Makerspaces are interactive learning environments that provide students with opportunities to improve life and career skills. The importance of these spaces has grown over the years. In Türkiye, the Ministry of National Education has established makerspace-like environments, known as Design and Skills-Labs (Tasarim Beceri Atölyeleri or TBA in…
Descriptors: Foreign Countries, Computer Simulation, Skill Centers, Electronic Learning
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Marielle Schuurman; Barbara Groot; Tineke Abma – Educational Action Research, 2025
Globally, many complex issues, like the ageing population and health inequalities, require attention. People are experimenting to combat these issues in their local contexts through bigger or smaller networks; however, much of the knowledge about these initiatives remains localised and elitist and omits the voices and perspectives of citizens.…
Descriptors: Foreign Countries, Computer Networks, Local Issues, Age Differences
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Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
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Nasser Mansour; Ceren Aras; Judith Kleine Staarman; Sarah Bader Mohsen Alotaibi – Education and Information Technologies, 2025
Augmented Reality (AR) revolutionizes educational approaches by providing an immersive experience that superimposes virtual 3D elements onto the physical environment. This integration of virtual and real worlds addresses the challenge of understanding abstract concepts by enabling three-dimensional visualization and interaction. This study aims to…
Descriptors: Elementary School Students, Elementary School Science, Computer Simulation, Science Instruction
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Jason H. Sharp; John E. Anderson; Guido Lang – Information Systems Education Journal, 2025
The "Information Systems Education Journal" has published uninterrupted since 2003. Over its publication history, it has covered myriad topics related to information systems education including model curriculum, outcomes assessment, online learning, capstone courses, service learning, data analytics, and cybersecurity, just to name a…
Descriptors: Information Systems, Computer Science Education, Educational Research, Bibliometrics
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Roha M. Kaipa; Sarah Wendelbo – International Journal of Multilingualism, 2025
The research on language acquisition and retention has primarily focused on monolinguals and bilinguals, with comparatively few studies including trilinguals. To address this gap, the current study compares the acquisition and retention of a novel morphosyntactic rule in Spanish in twelve monolinguals, twelve bilinguals, and twelve trilinguals.…
Descriptors: Multilingualism, Second Language Instruction, Second Language Learning, Spanish
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Raianne Joy Maulion; Lydia Roleda – International Journal of Technology in Education, 2025
In the era of Industry 5.0, education is evolving with automation and immersive technologies like Augmented Reality (AR). This study explores the need for an AR-based e-module in Senior High School biology by assessing students' understanding, interest, confidence, and perceived usefulness of AR in learning. Using a descriptive quantitative…
Descriptors: High School Students, Biology, Needs Assessment, Science Instruction
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Shih-Ting Chu; Chun-Chun Chang; Yun-Fang Tu – Educational Technology Research and Development, 2025
In higher education, concept mapping has been extensively adopted as an assessment and evaluation tool for conceptual knowledge. In recent years, an increasing number of researchers have applied concept mapping to teaching in technology-based environments. However, no research was found to holistically explore the role of concept maps in…
Descriptors: Concept Mapping, Technology Uses in Education, Higher Education, Educational Research
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Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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Heather Lotherington; Noah Bradley – Language Learning & Technology, 2024
This article presents a study on novel language forms and uses across evolving digital environments, and questions whether emerging digital communication conventions should have a place in language education. The study was motivated by the deepening gap between the content of and approaches to language instruction evident in popular…
Descriptors: Computer Mediated Communication, Language Research, Digital Literacy, Content Analysis
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