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Ghai, Akanksha; Tandon, Urvashi – Higher Learning Research Communications, 2022
Objectives: The purpose of the study is to examine various dimensions of aesthetic visual design and their role in predicting usability in e-learning in higher education institutions of northern India. Using quantitative means of data collection, this research identified, ways and means to make learning content effectively usable, that is,…
Descriptors: Aesthetics, Usability, Electronic Learning, Higher Education
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Mehta, Neha; Bist, Siddarth Singh; Shah, Priya – Higher Education, Skills and Work-based Learning, 2022
Purpose: With past studies indicating a lack of skill development in engineering education, there is a need for new pedagogical tools that are application and skill-oriented. Hackathons are widely accepted in the corporate world, in the engineering domain for skill development and recruitment but have not gained acceptance in mainstream…
Descriptors: Engineering Education, Teachers, Computer Software, Teacher Attitudes
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Clarke, Peter J.; Davis, Debra L.; Buckley, Ingrid A.; Potvin, Geoff; Thirunarayanan, Mandayam; Jones, Edward L. – ACM Transactions on Computing Education, 2022
There continues to be an increase in enrollments in various computing programs at academic institutions due to many job opportunities available in the information, communication, and technology sectors. This enrollment surge has presented several challenges in many Computer Science (CS), Information Technology (IT), and Software Engineering (SE)…
Descriptors: Learning Strategies, Learner Engagement, Computer Software Evaluation, Computer Science Education
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Raju, Rajeswari; Abd Rahman, Nur Hidayah; Ahmad, Atif – Asian Journal of University Education, 2022
As COVID-19 took hold, online learning became the norm as universities and classrooms worldwide were forced to close their doors. Education institute closures impacted more than 1.2 billion students across 186 countries as of April 2020. This pandemic, too, has shifted our Malaysian education sector as well. Academicians and students are adopting…
Descriptors: Foreign Countries, Computer Security, Knowledge Level, College Students
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Daryanto, Eka; Siregar, Batumahadi; Januariyansah, Sapitri – International Journal of Education in Mathematics, Science and Technology, 2022
This study aims to analyze the effect of e-learning on VET learning, the factors that support the success of e-learning, and the role of e-learning in practical learning performance. This type of research was a quantitative study with a meta-analysis approach. A total of 18 articles on e-learning in VET learning were selected as samples. The 18…
Descriptors: Meta Analysis, Electronic Learning, Vocational Education, Effect Size
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Parmaksiz, Izzet – Education and Information Technologies, 2022
The purpose of the study was to examine whether personality traits had a mediator role on the relationship between university students' digital addiction behaviour and academic self-efficacy. The study sample consisted of 1348 students (876 females and 472 males) who were chosen through random sampling from university students who from different…
Descriptors: Foreign Countries, College Students, Personality Traits, Self Efficacy
Hardy, Emerson Campbell – ProQuest LLC, 2022
More older adults are moving toward options for digital connection; keeping up with and learning technology is challenging. Older adults' perceptions of the difficulty of learning to use technology may contribute to their hesitancy to adopt technology options (Barnard, Bradley, Hodgson, & Lloyd, 2013). The purpose of this study was twofold:…
Descriptors: Older Adults, Males, Information Technology, Computer Use
Shapna Sultana Pal – ProQuest LLC, 2022
Educators of graduate cybersecurity education lack decision methodologies to aid in selecting and prioritizing cybersecurity criteria and tools to provide hands-on learning in cyber courses. Educators are challenged with keeping the cybersecurity tools in the education curriculum relevant and updated. The risk of not doing so, is possibly…
Descriptors: Computer Security, Information Security, Computer Science Education, Decision Making
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Kathleen Van Royen; Karolien Poels; Heidi Vandebosch; Bieke Zaman – International Journal of Bullying Prevention, 2022
The use of reflective interfaces has been proposed as a useful strategy to reduce cyber harassment amongst adolescents on social networking sites (SNS). By using machine-learning techniques, harassing online messages can be detected before a user submits it online, whereafter a message prompts the user to reconsider the post. This study builds…
Descriptors: Computer Mediated Communication, Bullying, Computer Software, Privacy
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Semiu Salawu; Jo Lumsden; Yulan He – International Journal of Bullying Prevention, 2022
A negative consequence of the proliferation of social media is the increase in online abuse. Bullying, once restricted to the playground, has found a new home on social media. Online social networks on their part have intensified efforts to tackle online abuse, but unfortunately, such is the scale of the problem that many young people are still…
Descriptors: Computer Mediated Communication, Bullying, Computer Software, Computational Linguistics
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Arthur M. Halpern; Yingbin Ge; Eric D. Glendening – Journal of Chemical Education, 2022
FINDIF is a Windows application that numerically solves the one-dimensional (1D) Schrödinger equation and displays the eigenstates, eigenvalues, and probability density of the system. FINDIF accepts both nonperiodic and periodic 1D potential energy functions as input and uses the finite difference method to evaluate the energy of the quantum…
Descriptors: Computer Software, Quantum Mechanics, Chemistry, Visualization
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Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
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Soojeong Jeong; Justin Rague; Kaylee Litson; David F. Feldon; M. Jeannette Lawler; Kenneth Plummer – Education and Information Technologies, 2025
DBL is a novel pedagogical approach intended to improve students' conditional knowledge and problem-solving skills by exposing them to a sequence of branching learning decisions. The DBL software provided students with ample opportunities to engage in the expert decision-making processes involved in complex problem-solving and to receive…
Descriptors: Decision Making, Learning Processes, Introductory Courses, Science Education
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Manuel B. Garcia – Education and Information Technologies, 2025
The global shortage of skilled programmers remains a persistent challenge. High dropout rates in introductory programming courses pose a significant obstacle to graduation. Previous studies highlighted learning difficulties in programming students, but their specific weaknesses remained unclear. This gap exists due to the predominant focus on the…
Descriptors: Programming, Introductory Courses, Computer Science Education, Mastery Learning
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Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
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