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Sercan Mansuroglu – Psychology in the Schools, 2025
Today, the increase in digital addiction (DA) and the impact of helicopter parenting on adolescents' mental health are becoming increasingly evident. While dissociative experiences (DE) draw attention as a problem that negatively affects the individual's perception of reality, the relationship of these two factors with such experiences gains…
Descriptors: Addictive Behavior, Parent Child Relationship, Adolescents, Computer Use
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Virginia M. Tucker; Christina Perucci – Journal of Education for Library and Information Science, 2025
With almost all MLIS and similar degree programs having a required course covering database design, it is critical to develop curriculum that engages students in learning essential concepts and how to implement designs. We report on a project that explored how essential knowledge about database design can be taught effectively through experiential…
Descriptors: Masters Programs, Library Education, Experiential Learning, Database Design
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Venkataraman Balaji; Betty Obura Ogange; Tony Mays – Journal of Learning for Development, 2025
Artificial intelligence (AI) is rapidly transforming various sectors, including education. One of the most promising applications of AI in education is in the development and adaptation of Open Educational Resources (OER). COL's Teacher-in the-Loop (TiL-AI) initiative empowers teachers and TVET trainers across the Commonwealth to leverage…
Descriptors: Artificial Intelligence, Open Educational Resources, Teacher Empowerment, Relevance (Education)
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Yimin Ning; Hanyi Zheng; Hongde Wu; Zhijie Jin; Haibin Chang; Tommy Tanu Wijaya – Education and Information Technologies, 2025
This study, grounded in the stimulus-organism-response (SOR) theory, aims to explore how stimulus factors (school support) influence cognitive organisms (psychological resilience, self-efficacy, attitude toward AI, and acceptance of AI), which in turn enhance behavioral responses (AI literacy), while also examining the detrimental effects of AI…
Descriptors: Teachers, Technological Literacy, Artificial Intelligence, Psychological Patterns
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Todd Cherner; Alex Fegely; Jesse Rivers; Maika Yeigh; Kristal Curry – Journal of Technology and Teacher Education, 2025
Extended reality (XR) technologies can bring immersive learning experiences into the classroom, and pre-service teachers need to be prepared to use them for that to happen. As a first step, it is important to contextualize and understand pre-service teachers' experiences and beliefs about these technologies. In response, this mixed methods study…
Descriptors: Computer Simulation, Technology Uses in Education, Preservice Teacher Education, Preservice Teachers
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Mohammad Saleh Torkestani; David B. Dose; Taha Mansouri – Marketing Education Review, 2025
The advancement of artificial intelligence is reshaping the marketing landscape, underscoring the need to integrate prompt engineering into marketing education. This study presents a conceptual framework for embedding prompt engineering within marketing curricula, rooted in established educational theories. An integrative literature review and…
Descriptors: Business Education, Artificial Intelligence, Computer Literacy, Marketing
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Sonia Palha; Ljerka Jukic Matic – Technology, Pedagogy and Education, 2025
Digital game-based learning (DGBL) is a pedagogical approach employed in educational contexts, wherein digital games are utilised to effectively attain specific learning outcomes. For teacher professional programmes to develop appropriate curricula on DGBL pedagogy, it is important to understand how teachers currently use DGBL in their teaching…
Descriptors: Game Based Learning, Computer Games, Teacher Attitudes, Mathematics Instruction
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Panagiotis Antonopoulos; Emmanuel Fokides; George Koutromanos – Technology, Knowledge and Learning, 2025
There is a pervasive belief that immersive virtual reality (imVR) holds transformative implications for almost all technology-mediated human activities, including the sphere of education. Given this context, it becomes essential to comprehend the impact it exerts on learning, in addition to ascertaining whether it positively affects factors that…
Descriptors: Computer Simulation, Learning Experience, College Students, Intellectual Property
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Negin Mirriahi; Rebecca Marrone; Abhinava Barthakur; Florence Gabriel; Jill Colton; Ting Nga Yeung; Peter Arthur; Vitomir Kovanovic – Australasian Journal of Educational Technology, 2025
Generative artificial intelligence (GenAI) has quickly become prolific in our daily lives, including the higher education sector. Although an AI-fuelled world is unpredictable, there is an urgent need to understand how university students use GenAI to support their learning and the factors influencing GenAI adoption. In this study, underpinned by…
Descriptors: Artificial Intelligence, College Students, Adoption (Ideas), Computer Uses in Education
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Nicholas Hobbs; Janet Steele – HAPS Educator, 2025
Formative assessment is a type of low-stakes assessment that can help reduce student anxiety and encourage students to engage in the course regularly. Formative assessment can also help instructors identify knowledge gaps. Students who had completed the first semester of a two-semester sophomore-level anatomy and physiology sequence were surveyed…
Descriptors: Anatomy, Physiology, Tests, Learner Engagement
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Zhenhua Chang; Min Zhou – Journal of Creative Behavior, 2025
As pedagogical training becomes more advanced and intensive, new methods of instruction that incorporate information technology are becoming increasingly important. The purpose of this article is to investigate how using the MuseScore scorewriter to teach solfeggio affects music students' ability to think creatively. The program designed for a…
Descriptors: Computer Software, Music Education, College Students, Program Effectiveness
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Yuting Mu; Yuqi Gao; Yanmin Zhao – International Journal on E-Learning, 2025
With the increasing use of mobile applications for educational purposes among university students, enhancing the efficiency of mobile instruction and learning is a key concern in higher education. It is, therefore, necessary to explore students' mobile learning habits and to identify the factors that influence their mobile learning to further…
Descriptors: College Students, Student Attitudes, Handheld Devices, Computer Oriented Programs
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Nooshin Darvishinia; Ambyr Rios; J. Spencer Clark – Journal of Interactive Learning Research, 2025
This systematic literature review explores the impact of Virtual Reality (VR) on STEM education, focusing on the enhancement of student learning outcomes. Our findings reveal that VR's immersive and interactive features significantly improve student understanding, retention, and engagement. Key features of effective VR applications include…
Descriptors: STEM Education, Computer Simulation, English Learners, Technology Uses in Education
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Jinqi Ding; Yuxin Shi; Quanlei Yu; Suping Sun; Han Liu; Wanjun Zhou; Wenhui Zhao; Qingbai Zhao; Suo Jiang – Journal of Creative Behavior, 2025
With the increasing popularity of the Internet, there is significant interest among academics and the public in understanding the relationship between the Internet and individual development. However, the association between digital games use and creativity has been a topic of controversy, as highlighted in previous research. This study aimed to…
Descriptors: Collectivism, Individualism, Computer Games, Creativity
Aimee Quickfall; Phil Wood – Sage Research Methods Cases, 2025
Since the COVID-19 pandemic, online interviews have become a cheap and practical way to collect research data with no need to travel, from the comfort of your office or home. In 2023, we interviewed online 15 academics working in initial teacher education using an unstructured interview approach, without a schedule of interview questions or…
Descriptors: Interviews, Computer Mediated Communication, Ethics, Research Methodology
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