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Ensmann, Suzanne – TechTrends: Linking Research and Practice to Improve Learning, 2021
Imagine producing curricula to teach a new language to an audience in a different country that has never had access to computers or the Internet. How will instructional designers and teachers communicate when worlds are so vastly different? Before reading, writing, or speaking, images and movement facilitate communication. This article describes a…
Descriptors: Computer Games, Game Based Learning, Access to Computers, Internet
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Kallia, Maria; van Borkulo, Sylvia Patricia; Drijvers, Paul; Barendsen, Erik; Tolboom, Jos – Research in Mathematics Education, 2021
Recently, computational thinking (CT) has attracted much research attention, especially within primary and secondary education settings. However, incorporating in mathematics or other disciplines is not a straightforward process and introduces many challenges concerning the way disciplines are organised and taught in school. The aim of this paper…
Descriptors: Delphi Technique, Mathematics Education, Thinking Skills, Elementary Secondary Education
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Portela, Carlos dos Santos; Vasconcelos, Alexandre Marcos Lins de; Oliveira, Sandro Ronaldo Bezerra; Souza, Mauricio Ronny de Almeida – Informatics in Education, 2021
The software industry is not satisfied with the preparation level of newly graduated professionals in Computing undergraduate courses. There is a predominance of traditional approaches to the Software Engineering (SE) teaching which proved to be inefficient, because they focus on the content from the professor's viewpoint. This research aims to…
Descriptors: Teaching Methods, Computer Science Education, Computer Software, Engineering Education
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Su, Fan; Zou, Di; Xie, Haoran; Wang, Fu Lee – SAGE Open, 2021
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL)…
Descriptors: Handheld Devices, Computer Games, Game Based Learning, Second Language Learning
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Keçeci, Gonca; Yildirim, Pelin; Zengin, Fikriye Kirbag – Journal of Science Learning, 2021
Mobile augmented reality (MAR) draws attention in terms of providing a flexible learning process and environment. It is thought that learning environments can be more effective using MAR technology. The research aimed to determine the secondary school students' views on the use of MAR technology in science teaching. The research was conducted with…
Descriptors: Middle School Students, Student Attitudes, Grade 6, Handheld Devices
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Kerzic, Damijana; Danko, Manica; Zorko, Vida; Decman, Mitja – Knowledge Management & E-Learning, 2021
Many researchers have explored instructional use of information communication technology (ICT) in higher education and uncovered several factors that affect its application in teaching. The effect of age on university teachers' ICT use, however, has attracted much less attention. This study uses quantitative data from a survey of 401 teachers from…
Descriptors: Age Differences, College Faculty, Technology Integration, Information Technology
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Emprin, Fabien; Petitfour, Édith – Digital Experiences in Mathematics Education, 2021
This article investigates how a computer simulator for human interactions and a dyadic system in a pencil-and-paper environment can contribute to helping students with poor motor co-ordination, notably those with dyspraxia, to learn geometry. The aim is to design an alternative way to teach the subject, and to explore its effects on the learning…
Descriptors: Developmental Disabilities, Perceptual Motor Coordination, Computer Simulation, Computer Uses in Education
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Johnson, Joel B.; Reddy, Pritika; Chand, Ronil; Naiker, Mani – International Journal of Educational Technology in Higher Education, 2021
The rise of online modes of content delivery, termed e-learning, has increased student convenience and provided geographically remote students with more options for tertiary education. However, its efficacy relies upon student access to suitable technology and the internet, and the quality of the online course material. With the COVID-19 outbreak,…
Descriptors: College Students, Pacific Islanders, Student Attitudes, Knowledge Level
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Satar, Müge – Research-publishing.net, 2021
This piece explores technologies for freer communication "with" machines, i.e. bots (chatbots or conversational agents), rather than the concept of speaking "to" machines, such as Intelligent Assistants (IA) like "Alexa." Bots are computer programmes which simulate natural intelligent communication using text or…
Descriptors: Teaching Methods, Learning Processes, Second Language Learning, Second Language Instruction
Mazumder, Sahisnu – ProQuest LLC, 2021
Dialogue systems, commonly called as Chatbots, have gained escalating popularity in recent times due to their wide-spread applications in carrying out chit-chat conversations with users and accomplishing tasks as personal assistants. These systems are typically trained from manually-labeled data and/or written with handcrafted rules and often, use…
Descriptors: Computer Mediated Communication, Computer Software, Dialogs (Language), Information Seeking
Grethel G. Bactong; Abegial Dianne H. Sabas; Krezel Marie M. Salva; Albert John B. Lituañas; Angelo Mark P. Walag – Online Submission, 2021
The integration of information and communication tools in education has been a common trend in the last decade which resulted in increased student engagement, motivation, and even achievement and learning. Despite these improvements, science teachers still report challenges with its use in science education. Several abstract topics in chemistry…
Descriptors: Science Education, Science Instruction, Teaching Methods, Chemistry
Cameron Sharbel McKinley – ProQuest LLC, 2021
Secondary teachers use digital resources for teaching, yet little is known about how they find, evaluate, organize, and share these resources. This basic qualitative study was conducted to fill the gap and examine the experiences and practices of secondary educators in curating digital resources. Findings on how teachers manage digital…
Descriptors: Secondary School Teachers, Professional Development, Digital Literacy, Blended Learning
Jorge Paolo Castillo Moreno – ProQuest LLC, 2021
The purpose of this study was to determine how the use of www.achieve3000.com, as a computer-based supplemental English Language Art (ELA) instructional tool, affected middle school students' ELA achievement. 455 middle school ELA students from the sixth, seventh, and eighth grades participated in this study. The collected student achievement that…
Descriptors: Middle School Students, English Instruction, Language Arts, Achievement
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Lynette Hazelton; Jessica Nastal; Norbert Elliot; Jill Burstein; Daniel F. McCaffrey – Journal of Response to Writing, 2021
In writing studies research, automated writing evaluation technology is typically examined for a specific, often narrow purpose: to evaluate a particular writing improvement measure, to mine data for changes in writing performance, or to demonstrate the effectiveness of a single technology and accompanying validity arguments. This article adopts a…
Descriptors: Formative Evaluation, Writing Evaluation, Automation, Natural Language Processing
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Twining, Peter – British Journal of Educational Technology, 2021
There is a growing body of research looking at young people's use of digital technology in informal contexts. However, there is a gap in the literature about how to describe and categorise young people's digital practices in such contexts. This gap is important because in order to be able to understand the differences between young people's…
Descriptors: Information Technology, Computer Use, Children, Informal Education
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