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Emily Paget – Journal of Learning for Development, 2024
Digital and information literacy skills are necessary to succeed in today's knowledge economy but for the millions of people in the world without internet access, a frustratingCatch-22 exists: How can they develop digital literacy skills without internet access? When they get access, what good is the internet to them if they don't have the skills…
Descriptors: Information Literacy, Digital Literacy, Video Technology, Access to Computers
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Ashlea Laveen Wilson – ProQuest LLC, 2024
The purpose of this study was to examine the digital literacy of Gen Z employees in higher education and provide implications for HRD research and practice and contribute to the HRD literature on Gen Z employees in the 21st century workforce. Three research questions guided my study: How do Gen Z employees in higher education experience digital…
Descriptors: Digital Literacy, Age Groups, Videoconferencing, Employee Attitudes
Julie Eberhard Smith – ProQuest LLC, 2024
This study investigated the effect a computer intervention program has on student proficiency in the Algebra 1 End of Course (EOC) examination. This study utilized the intervention math program IXL Math, a computerized program that targets individual students' skill practice and supports students' need to accelerate mastery of Algebra 1 skills in…
Descriptors: High School Students, Mathematics Instruction, Algebra, Intervention
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Hengtao Tang; Yingxiao Qian; Susan Porter-Voss – Education and Information Technologies, 2024
Integrating computer science (CS) content into existing STEM curricula emerges as a viable solution to broadening rural students' participation in CS, but rural students have a significant proficiency gap in science and mathematics. By focusing on an English language arts course as the context for CS integration, this exploratory study examined…
Descriptors: Rural Areas, Computer Science, Self Efficacy, Robotics
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José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
Hillary Greene Nolan; Merijke Coenraad; Viki Young – Digital Promise, 2024
This study investigates how teachers understand and position AI tools in middle school writing instruction, drawing on 27 teacher interviews collected during a study called Project Topeka that used an interactive argumentative writing platform with AI-generated scores and feedback. Based on the interviews, we generate an initial theoretical…
Descriptors: Writing Instruction, Computer Assisted Instruction, Artificial Intelligence, Computer Uses in Education
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Mengkorn Pum; Sarin Sok – Asian Journal of Distance Education, 2024
With current state-of-the-art advances in artificial intelligence (AI), especially large language models, such as Google's Gemini, Microsoft's Copilot, and ChatGPT, among others, a plethora of research on this phenomenon has been conducted worldwide aiming to examine its limitations, benefits and ethical implications. Nonetheless, such a…
Descriptors: Foreign Countries, Artificial Intelligence, Technology Uses in Education, Computer Software
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Ilaria Compagnoni; Fabiana Fazzi – AILA Review, 2024
Digital mediation strategies are key soft skills to develop amongst students as they prepare to interact in increasingly collaborative settings, socially and professionally. Defined as a set of communication strategies deployed to reach mutual agreement over a dispute, mediation enables students' cooperation in task-based language teaching…
Descriptors: Foreign Countries, Secondary School Students, English (Second Language), Second Language Learning
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K. Bret Staudt Willet; Hunhui Na – Online Learning, 2024
The emergence of generative artificial intelligence (GenAI) has ignited debates regarding its potential benefits and detriments for education. Despite widespread discussions, insights into GenAI's impact on education have been limited because early studies have often been narrow in scope and focused on specific contexts. Therefore, the purpose of…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Web Sites
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Marie Sagesse Uwurukundo; Jean François Maniraho; Michael Tusiime; Irénée Ndayambaje; Vedaste Mutarutinya – Education and Information Technologies, 2024
It has been discovered that incorporating technology into geometry instruction improves students' abilities and attitudes. GeoGebra Software is effective at motivating teachers to use technology as a supplement to enhance students' mathematical learning potential. The current study sought to ascertain the effects of GeoGebra software on secondary…
Descriptors: Secondary School Students, Secondary School Teachers, Geometry, Student Attitudes
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Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning
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Mourad Majdoub; Fatme Diab; Géraldine Heilporn – OTESSA Conference Proceedings, 2024
Modern technology plays an important role in helping students from all walks of life to overcome barriers and benefit from teaching and learning. However, due to a lack of knowledge or skills with regards to educational technologies, K-12 teachers struggle to harness the full potential of digitalisation to support student learning and engagement,…
Descriptors: Foreign Countries, High School Students, High School Teachers, Digital Literacy
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Shim, Hyoyoung; Lee, Hyangeun – Education and Information Technologies, 2022
Virtual reality (VR) technology is playing a crucial role in the changing paradigm of education. In many cases, however, VR technology is not being taught because of the lack of relevant educational content at middle and high school levels. This study investigates the effect of design education using VR-based coding on students' competence and…
Descriptors: Design, Computer Simulation, Coding, Competence
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Chang, Ching-Yi; Kuo, Shu-Yu; Hwang, Gwo-Haur – Educational Technology & Society, 2022
Conventional nursing courses have solely adopted lecture-based instruction for knowledge delivery, which tends to lack interaction, rehearsal, and personalized feedback. The development of chatbot technologies and their broad application have provided an opportunity to solve the abovementioned problems. Some knowledge-based chatbot systems have…
Descriptors: Computer Mediated Communication, Artificial Intelligence, Computer Assisted Instruction, Nursing Education
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