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Sylvana Sofkova Hashemi; Emma Edstrand; Jeanette Sjöberg – Designs for Learning, 2025
This study explores multilingual study guidance (MSG) teachers design for learning and the potential of immersive and interactive Virtual Reality (VR) technology to support students' development of disciplinary knowledge through multilingual conceptual learning. Part of a co-design research project, the study draws on two teachers' didactical…
Descriptors: Multilingualism, Instructional Design, Computer Uses in Education, Computer Simulation
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Hao Fang; Xingyu Chen; Seng Yue Wong; Sa Cheng; Kenny S. L. Cheah – Journal of Baltic Science Education, 2025
Virtual Reality (VR) is transforming health science education by enabling immersive, interactive learning environments. As global health challenges rise and digital tools proliferate, it is critical to map the evolution of VR's application in health science education, particularly its effects on health outcomes. A bibliometric analysis was…
Descriptors: Computer Uses in Education, Health Sciences, Health Education, Public Health
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Yuli Sutoto Nugroho; Marie-Luce Bourguet; Hamit Soyel; Isabelle Mareschal – Electronic Journal of e-Learning, 2025
This study examines the impact of instructor presence on cognitive load and learning outcomes in video-based learning environments, addressing a significant gap in optimising instructional design for digital education. Utilising eyetracking technology to measure pupil dilation, a reliable proxy for cognitive load, this research compares three…
Descriptors: Foreign Countries, Undergraduate Students, Electronic Learning, Video Technology
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Ferhan Sahin; Hatice Guler; Mehmet Akif Hasiloglu – Turkish Online Journal of Distance Education, 2025
The empirical evidence regarding the acceptance and use of hybrid education and online instructional technologies in mandatory educational contexts remains limited. Specifically, studies addressing instructors' acceptance and usage of these technologies in the context of hybrid education are even scarcer. This study aims to fill this gap by…
Descriptors: College Faculty, Computer Attitudes, Teacher Attitudes, Teacher Surveys
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Benjamin Brummernhenrich; Christian L. Paulus; Regina Jucks – British Journal of Educational Technology, 2025
Generative AI systems like chatbots are increasingly being introduced into learning, teaching and assessment scenarios at universities. While previous research suggests that users treat chatbots like humans, computer systems are still often perceived as less trustworthy, potentially impairing their usefulness in learning contexts. How are…
Descriptors: Higher Education, Artificial Intelligence, College Students, Feedback (Response)
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Maja Videnovik; Tone Vold; Linda Kiønig; Vladimir Trajkovik – International Journal of Game-Based Learning, 2025
This study examines whether game-based learning can be used as a promising strategy for fostering students' engagement and motivation. Researchers investigate students' perceptions of the effectiveness of three educational games designed to teach cybersecurity in primary schools: an escape room-style game, a treasure hunt game, and a quiz…
Descriptors: Foreign Countries, Game Based Learning, Learner Engagement, Student Empowerment
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Minkai Wang; Jingdong Zhu; Gwo-Jen Hwang; Shao-Chen Chang; Qi-Fan Yang; Di Zhang – Journal of Computer Assisted Learning, 2025
Background: STEM education aims to develop innovation and problem-solving skills through interdisciplinary learning, yet struggles to foster student engagement and interdisciplinary thinking. Whilst alternate reality games (ARGs) can boost motivation via game-based problem-solving, integrating large language models (LLMs) remains underexplored.…
Descriptors: Learner Engagement, STEM Education, Natural Language Processing, Artificial Intelligence
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Buditjahjanto, I. Gusti Putu Asto – Journal of Technology and Science Education, 2022
The use of simulation tools has been widely used to learn something. Simulation tools have the advantage of imitating a process similar to the actual situation. But there are only a few researches that examine the students' engagement in using simulation tools in the learning process so that it affects the student learning outcomes. This research…
Descriptors: Computer Interfaces, Computer Simulation, Computer Uses in Education, Electronic Learning
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Yang Haodong; Liu Jialin; Wang Gaofeng – Research in Higher Education, 2025
With the increasingly prominent characteristics of data-intensive and AI-driven scientific paradigms, computing power has become a crucial pillar of research activities. This study aims to examine the knowledge innovation effects of university supercomputing development by theoretically proposing two mechanisms: the efficiency effect (including…
Descriptors: Foreign Countries, Universities, Computers, Innovation
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Hanchen David Wang; Siwoo Bae; Xutong Sun; Yashvitha Thatigotla; Meiyi Ma – Grantee Submission, 2025
Wearable sensor technology has significantly enhanced healthcare quality, including physical therapy. However, due to the design of current deep learning models, existing works often ignore the unique variations of rest intervals between repetitions and variations in individual user progress, potentially hindering effective therapy outcomes. To…
Descriptors: Physical Therapy, Exercise, Artificial Intelligence, Measurement Equipment
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Yue Li; Mikael Johansson; Andrey R. Nikolaev – npj Science of Learning, 2025
Contextual shifts are crucial for episodic memory, setting event boundaries during event segmentation. While lab research provides insights, it often lacks the complexity of real-world experiences. We addressed this gap by examining perceptual and conceptual boundaries using virtual reality (VR). Participants acted as salespeople, interacting with…
Descriptors: Memory, Computer Simulation, Context Effect, Adults
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Katie Day Good; Michelle Ciccone – Journal of Media Literacy Education, 2025
In this essay, we introduce "media quiteracy," which we use to conceptualize and describe the valuable learning that can happen through the refusal to take up new media or the act of pausing or ceasing its use. We see media quiteracy as an active and generative approach to learning and argue for its inclusion in the media literacy…
Descriptors: Media Literacy, Digital Literacy, Computer Use, Resistance (Psychology)
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Riche Cynthia Johan; Gema Rullyana; Rudi Susilana; Mario Emilzoli – Journal of Education and Learning (EduLearn), 2025
The objective of this study is to conduct a comprehensive review of research on "Micro-credentials in higher education" by doing a bibliometric analysis of 85 journal articles published between 2015 and 2023, obtained from the Scopus database. This study focuses on quantifying the number of publications and citations, as well as…
Descriptors: Microcredentials, Higher Education, Research and Development, School Role
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Rachael Adlington; Frances Quinn; Jennifer Charteris; Nadya Rizk; Catherine Rita Volpe – Australian Educational Researcher, 2025
As professional learning and development (PLD) for teachers moves online, it is increasingly important to consider what constitutes effective provision. While models of effective PLD abound, online PLD faces challenges to participant engagem ent. In particular, the critical need to build and maintain relationships in professional learning is…
Descriptors: Interpersonal Relationship, Teacher Participation, Electronic Learning, Faculty Development
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Anduamlak Abebe Fenta – Discover Education, 2025
Generative AI systems, such as ChatGPT and Bard, can significantly enhance education by providing personalized learning experiences. They can tailor content, quizzes, and explanations to individual students; act as virtual tutors, and offer instant feedback. However, privacy concerns have arisen because of the need for personal data. Ensuring…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Software, Synchronous Communication
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