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Olney, Andrew M.; Gilbert, Stephen B.; Rivers, Kelly – Grantee Submission, 2021
Cyberlearning technologies increasingly seek to offer personalized learning experiences via adaptive systems that customize pedagogy, content, feedback, pace, and tone according to the just-in-time needs of a learner. However, it is historically difficult to: (1) create these smart learning environments; (2) continuously improve them based on…
Descriptors: Educational Technology, Computer Assisted Instruction, Learning Analytics, Intelligent Tutoring Systems
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Canto, Silvia; Jauregi-Ondarra, Kristi – Research-publishing.net, 2021
Game-based learning is gaining popularity in language education. For the present study, three games were developed with a central focus on intercultural interaction to be played internationally in dyads or small groups using Video-Communication (VC) tools or a Virtual World (VW). The interactions were carried out in Spanish as a Lingua Franca (LF)…
Descriptors: Interaction, Game Based Learning, Learner Engagement, Second Language Learning
Demszky, Dorottya; Liu, Jing; Hill, Heather C.; Jurafsky, Dan; Piech, Chris – Annenberg Institute for School Reform at Brown University, 2021
Providing consistent, individualized feedback to teachers is essential for improving instruction but can be prohibitively resource intensive in most educational contexts. We develop an automated tool based on natural language processing to give teachers feedback on their uptake of student contributions, a high-leverage teaching practice that…
Descriptors: Automation, Feedback (Response), Online Courses, Teaching Methods
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Kim W. Fisher; Heather J. Williamson; Nichole Guerra; Scott Kupferman – Inclusion, 2021
Technology is integral to the lives of youth who, as digital citizens, use technology to participate in social and civic action to improve their communities. Using a digital citizenship framework and "National Longitudinal Transition Study of 2012" data, we explored technology access and use between youth with and without intellectual…
Descriptors: Access to Computers, Students with Disabilities, Intellectual Disability, Developmental Disabilities
Cristofer G. Slotoroff – ProQuest LLC, 2021
One-to-one (1:1) student-to-laptop programs proliferate K-12 school settings in the United States and elsewhere, but it remains difficult to determine the extent to which these programs contribute to meaningful and positive change for students and teachers (Bebell & Kay, 2010; Bebell & O'Dwyer, 2010; Bleyer, 2017; Kposowa & Valdez,…
Descriptors: High School Students, Communication Skills, Interpersonal Competence, Laptop Computers
Joe Michael Allen – ProQuest LLC, 2021
A well-run introductory CS1 course is essential for all students within CS education. CS1 is necessary to keep students in the major and important to attract non-majors to the CS field. Unfortunately, there are many well-known issues that most CS1 courses have in common: high drop rates, low retention, high student stress, student struggle,…
Descriptors: Undergraduate Students, Computer Science Education, Computer Science, Required Courses
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Aleksandra Kobicheva; Elena Tokareva; Tatiana Baranova – European Journal of Psychology of Education, 2025
Phubbing is not only a consequence of technological advancements but also represents an entirely novel aspect of social conduct, impacting students' academic performance and the sustainability of development. The purpose of the study is to identify the relationship between students' level of phubbing, academic engagement and academic performance…
Descriptors: Student Behavior, Learner Engagement, Computer Use, College Students
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Jacqueline Corcoran; Malitta Engstrom; Kate Ledwith; Gerard Jefferies; Tamara J. Cadet – Journal of Teaching in Social Work, 2025
Competency-based education in social work (CSWE, 2022) demands active learning methods that demonstrate professional competencies and practice behaviors. Role-plays and simulations are methods that link learning in the classroom with practice. This article explores role-play and simulation variants: basic role-play, real play, student-scripted…
Descriptors: Role Playing, Simulation, Social Work, Competency Based Education
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James W. Drisko – Journal of Teaching in Social Work, 2025
The rise of AI generated texts offers promise but creates new challenges for social work teaching. A recent survey found that 89% of higher education students used AI on their homework. AI generated text may be difficult to distinguish from a student's own work, yet are being submitted as the student's own work. This poses new challenges to…
Descriptors: Plagiarism, Social Work, Counselor Training, Artificial Intelligence
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Lihua Tang; Louise McLean; Fiona May; Jan Matthews; Gina-Maree Sartore; Mandy Kienhuis; Catherine Wade – Educational and Developmental Psychologist, 2025
Objective: Child sleep problems are commonly reported by parents of children aged 6--18 years, with a growing body of evidence describing the link between children's screen time and parental perceived child sleep problems. Using cross-sectional data, representative of the Victorian population, this study explored whether the relationship between…
Descriptors: Foreign Countries, Computer Use, Handheld Devices, Television Viewing
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Meljun Barnayha; Gamaliel Gonzales; Rachel Lavador; Jessamae Martel; Ma. Kathleen Urot; Roselyn Gonzales – Psychology in the Schools, 2025
This study examines the determinants of online academic dishonesty using the theory of planned behavior. We surveyed 1087 college students in Central Philippines and utilized a partial least squares-structural equation modeling analysis to evaluate a proposed model. Results demonstrate that 10 of the 11 hypothesized relationships are statistically…
Descriptors: Self Control, Cheating, Intervention, Ethics
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Felippe Constancio – Policy Futures in Education, 2025
Research on the digital divide in sub-Saharan education needs an overview of its conceptual developments and practices since the studies in the field of the digital divide emerged and were established around the mid-1990s. The present systematic literature review fills such a gap by using mixed methods to analyse three aspects of research on the…
Descriptors: Access to Computers, Disadvantaged, Educational Research, Electronic Learning
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Yinglin Liu; Rui Li; Yue Diao; Meixue Hou; Hua Yuan; Xiuying Zhang – Education and Information Technologies, 2025
Virtual reality (VR) technology has been widely used in nursing laboratory courses to effectively making up for the shortcomings of traditional teaching. However, challenges such as cell phone addiction, negative emotions, and reduced communication between teachers and students still exist during the application process, which makes it difficult…
Descriptors: Undergraduate Students, Learning Processes, Preferences, Nursing Students
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Xin Li; Wanqing Hu; Yanyan Li – Educational Technology Research and Development, 2025
Collaboration scripts are widely employed in online collaborative learning to enhance student engagement and facilitate collaboration. However, the optimal level of scripting remains a subject of debate. This study aims to address this issue by designing and developing different types of collaborative scripts implemented through conversational…
Descriptors: Artificial Intelligence, Scripts, Learner Engagement, Electronic Learning
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Huiying Cai; Linmeng Lu; Bing Han; Lung-Hsiang Wong; Xiaoqing Gu – Educational Technology Research and Development, 2025
The potential of classroom videos to enhance reflective practices in pre-service teacher education is hindered by the sheer volume of captured activities. An AI-powered teacher dashboard could address this challenge by analyzing and visualizing information extracted from these videos, supporting reflection in video-based professional learning…
Descriptors: Preservice Teachers, Reflection, Artificial Intelligence, Technology Uses in Education
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