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Nilesh Washnik; Chandan Suresh; Chao-Yang Lee – Teaching and Learning in Communication Sciences & Disorders, 2023
Audacity is a multi-platform free, open-source audio recorder and editor software. The advantage of Audacity software is as follows: easy installation and simple visual interface, no registrations or hardware requirements, and availability at no cost might make it a preferred software to carry out class demonstrations and lab activities for an…
Descriptors: Computer Uses in Education, Computer Software, Audio Equipment, Undergraduate Study
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Gao, Fengyan; Izadpanah, Siros – Education and Information Technologies, 2023
Recent developments in EFL) English Foreign Language) have intensified the need for computer games (CGs). However, far too little attention has been paid to this issue. The sample was selected using the two-stage cluster sampling method in this descriptive and correlational study. In the first stage, two institutes for males were randomly selected…
Descriptors: English Language Learners, Computer Games, Computers, Self Efficacy
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Barczak, Andre L. C.; Mathrani, Anuradha; Han, Binglan; Reyes, Napoleon H. – Educational Technology Research and Development, 2023
An important course in the computer science discipline is 'Data Structures and Algorithms' (DSA). "The coursework" lays emphasis on experiential learning for building students' programming and algorithmic reasoning abilities. Teachers set up a repertoire of formative programming exercises to engage students with different programmatic…
Descriptors: Computer Assisted Testing, Automation, Computer Science Education, Programming
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Hu, Xinping; Safiena, Sufiana; Goh, Yang Miang; Lin, Alexander – Educational Technology Research and Development, 2023
Virtual Reality (VR) provides an immersive and engaging experience that facilitates the teaching and learning of abstract concepts. This paper describes the design and implementation of the VR 360° (VR360) component of the Virtual and Augmented Reality for Structures (VARS) mobile application. This study used VARS to teach basic structural systems…
Descriptors: Computer Simulation, Undergraduate Students, Administrator Education, Computer Oriented Programs
Hebah Alquran – ProQuest LLC, 2023
The rapid growth of electronic learning (e-learning) platforms has raised concerns about cybersecurity risks. The vulnerability of university students to cyberattacks and privacy concerns within e-learning platforms presents a pressing issue. Students' frequent and intense internet presence, coupled with their extensive computer usage, puts them…
Descriptors: Electronic Learning, Computer Security, Internet, Safety
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Semiral Öncü – Journal of Educational Technology and Online Learning, 2023
Videos as instructional materials have become an important part of higher education. The ability of videos to be shared and used in social and educational settings demonstrates their increasingly significant contemporary impact. Identifying the video features that affect student engagement as a success indicator can therefore contribute to the…
Descriptors: Computer System Design, Visual Aids, Computer Software, Courseware
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James Lloyd; Sohail Akhtar; Packianathaswamy Balaji – Discover Education, 2023
Background: Virtual reality technology is increasingly used in medical education to facilitate immersive experiences allowing users to interact with a simulated environment to foster learning. However, the potential barriers to this experience from a user perspective have not been fully explored. Methods: Twenty final-year medical students…
Descriptors: Medical Students, Medical Education, Computer Uses in Education, Computer Simulation
Dawn C. Tatum – ProQuest LLC, 2023
Gamification is a term used to describe the art of taking a process or a task and making it into a game. Using games as a way to make mundane tasks or necessary lessons more fun is used in many aspects of life. Parents often use games to teach children tasks, and teachers use games to enforce learning, and much more. The gamification of Security…
Descriptors: Game Based Learning, Information Security, Computer Security, Behavior Patterns
Sirazum Munira Tisha – ProQuest LLC, 2023
Most existing autograders used for grading programming assignments are based on unit testing, which is tedious to implement for programs with graphical output and does not allow testing for other code aspects, such as programming style or structure. We present a novel autograding approach based on machine learning that can successfully check the…
Descriptors: Computer Software, Grading, Programming, Assignments
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Morgan I. D. Johnson; Lavinia Mbongo; Amy J. Managh – Journal of Chemical Education, 2023
An ICP-MS simulation was developed to support the teaching of inductively coupled plasma-mass spectrometry. The app enables students to conduct the quantification of selenium in a nutritional supplement, monitor the uptake of metallodrugs by cells, and perform qualitative analysis of gunshot residue. The experiments teach a range of analytical…
Descriptors: Computer Software, Undergraduate Study, College Science, Science Education
Jennifer Nakamura; Maddie Cincebeaux; Todd Grindal – SRI Education, a Division of SRI International, 2023
Digital learning programs are a promising tool to support teachers in providing students with strong early literacy instruction, but more research is needed to understand their effectiveness. Sound Town is a digital early literacy program that provides children in prekindergarten with instruction and practice in foundational literacy skills, using…
Descriptors: Preschool Education, Preschool Teachers, Emergent Literacy, Electronic Learning
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Vesna Svalina; Ana Ristivojevic – Open Learning, 2025
This paper presents research that aimed to determine how teachers employed in Croatian and Serbian music schools coped with distance learning during the COVID-19 pandemic. The random sample was represented by 589 teachers working in music schools, of which 369 were from Croatia and 220 were from Serbia. The results showed that teachers from both…
Descriptors: Foreign Countries, Music Education, Schools, Distance Education
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Cheng-Hung Wang – Education and Information Technologies, 2025
In the post-COVID-19 era, information education with highly interactive teaching methods has become increasingly common. In particular, the metaverse and virtual reality (VR) technology can be used in novel learning methods to leverage the intuitiveness, immersivity, and interactivity of VR. For example, students could use VR to simulate…
Descriptors: Computer Simulation, Instructional Materials, Natural Sciences, Elementary Secondary Education
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Lin Zhang; Qiang Jiang; Weiyan Xiong; Wei Zhao – Journal of Educational Computing Research, 2025
This study seeks to deepen the understanding of the direct and indirect effects of human-computer dialogic interaction programming activities, facilitated by ChatGPT, on student engagement. Data were collected from 109 Chinese high school students who engaged in programming tasks using either ChatGPT-driven dialogic interaction or traditional pair…
Descriptors: Artificial Intelligence, Computer Software, Computer Science Education, Programming
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Christine Ladwig; Dana Schwieger; Reshmi Mitra – Information Systems Education Journal, 2025
The rapid rise of AI use is creating some very serious legal and ethical issues such as bias, discrimination, inequity, privacy violations, and--as creators everywhere fear--theft of protected intellectual property. Because AI platforms "learn" by scraping training materials available online or what is provided to them through their…
Descriptors: Copyrights, Plagiarism, Intellectual Property, Computer Software
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