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Shamsuzzoha, Ahm; Toshev, Rayko; Vu Tuan, Viet; Kankaanpaa, Timo; Helo, Petri – Interactive Learning Environments, 2021
This study evaluates the use of virtual reality (VR) platforms, which is an integrated part of the digital factory for an industrial training and maintenance system. The digital factory-based VR platform provides an intuitive and immersive human-computer interface, which can be an efficient tool for industrial training and maintenance services.…
Descriptors: Computer Simulation, Industrial Training, Computer Uses in Education, Man Machine Systems
Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2021
A wide variety of modern chess software products is available to the modern professional and amateur chess players alike, helping them improve their chess skills and prepare for online and traditional tournaments. These products include chess user interfaces (UIs), traditional Alpha-Beta (AB) and emergent Neural Network (NN) chess engines, game…
Descriptors: Games, Computer Software, Open Source Technology, Competition
Keller, Brian T. – Grantee Submission, 2021
In this paper, we provide an introduction to the factored regression framework. This modeling framework applies the rules of probability to break up or "factor" a complex joint distribution into a product of conditional regression models. Using this framework, we can easily specify the complex multivariate models that missing data…
Descriptors: Regression (Statistics), Models, Multivariate Analysis, Computation
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Glogger-Frey, Inga; Treier, Anne-Katrin; Renkl, Alexander – Instructional Science: An International Journal of the Learning Sciences, 2022
A worked-out or an open inventing problem with contrasting cases can prepare learners for learning from subsequent instruction differently regarding motivation and cognition. In addition, such activities potentially initiate different learning processes during the subsequent ("future") learning phase. In this experiment (N = 45…
Descriptors: Preservice Teachers, Motivation, Learning Processes, Learning Strategies
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Michalovich, Amir – International Journal of Social Research Methodology, 2022
Computer-Assisted Qualitative Data Analysis (CAQDAS) is becoming increasingly prevalent in the social and health sciences and an expected skill for many researchers. CAQDAS is much less structured than the use of quantitative analysis software. However, actual CAQDAS practices and challenges have been insufficiently studied, especially among…
Descriptors: Qualitative Research, Data Analysis, Computer Software, Graduate Students
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Bramley, Neil R.; Ruggeri, Azzurra – Developmental Psychology, 2022
We explore how children and adults actively experiment within the physical world to achieve different epistemic goals. In our experiment, one hundred one 4- to 10-year-old children and 24 adults either passively observed or used a touchscreen interface to actively interact with objects in a dynamic physical microworld with the goal of inferring…
Descriptors: Active Learning, Computer Uses in Education, Courseware, Physics
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Owusu, Acheampong; Nettey, Joshua Nii Akai – Education and Information Technologies, 2022
Information and Communication Technology (ICT) advancement has led to the digitization of school selection and placement systems in a developing economy such as Ghana. As a result, the Ghana Education Service (GES) in 2005 introduce the Computerized School Selection and Placement System (CSSPS) to improve selection and placement transparency and…
Descriptors: Computer Uses in Education, School Choice, Student Placement, Foreign Countries
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Yao, Xiangquan – Digital Experiences in Mathematics Education, 2020
The emergence of interactive mathematics software in the early 1990s has invited mathematics education researchers to consider ways that dynamic geometry environments (DGEs) might influence K-16 learners' growth of geometric understanding. This article examines the applicability of the Pirie-Kieren theory to trace this growth. Data for this…
Descriptors: Geometry, Mathematics Instruction, Computer Uses in Education, Learning Processes
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Hegedus, Stephen J.; Otálora, Yenny – Educational Studies in Mathematics, 2023
Our research aimed to investigate the potential learning benefits to young children of implementing digital interactive multimodal technologies that provide both visual and haptic experiences in elementary mathematics classrooms. We studied the ways in which fourth-grade students collaboratively create collective strategies for solving…
Descriptors: Elementary School Students, Grade 4, Learning Strategies, Cooperative Learning
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Rouse, Sharon E.; Jones, Rose; Cleveland, Jonnie – Journal of the American Academy of Special Education Professionals, 2023
This study is on data-gathering software for special teachers in local education agencies Grades K-14. Increasing pressure for the use of accountability to follow the effectiveness of meeting educational standards has caused schools to reassess methods of using data and the core technologies surrounding its collection. The amount of data…
Descriptors: Computer Software, Computer Uses in Education, Data Collection, Educational Improvement
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Rohaeti, Euis Eti; Evans, Brian R.; Wiyatno, Toyo; Prahmana, Rully Charitas Indra; Hidayat, Wahyu – Journal on Mathematics Education, 2023
Equations are often used in mathematics and other subjects, which means that a media can teach students how to solve equations, particularly linear equations of two variables, or "Sistem Persamaan Linear Dua Variabel" (SPLDV) as it is called in Indonesian, is needed. However, most teachers are still focused on developing the learning…
Descriptors: Mathematics Education, Mathematics Skills, Equations (Mathematics), Mathematics Instruction
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Koç, Feden – International Journal of Technology in Education, 2023
In this study, it is aimed to determine the effect of video game playing time on academic performance of students who play video games and take computerized accounting courses at Usak University and attend computerized accounting courses. The data obtained with the questionnaire applied to a total of seventy students within the scope of the study…
Descriptors: Video Games, Accounting, College Students, Educational Technology
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Lim, Siet Fah; Kamin, Yusri – International Journal of Learning Technology, 2023
This study aims to design and develop a framework for designing a metacognitive-supported augmented reality application for teaching and learning basic pneumatic systems. This multi-method study with the fuzzy delphi method (FDM) and interpretive structural modelling (ISM) approach involved 12 experts in multidisciplinary fields. The data was…
Descriptors: Computer System Design, Computer Simulation, Expertise, Multimedia Instruction
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Thottoli, Mohammed Muneerali – Higher Education Evaluation and Development, 2023
Purpose: The objective of this paper is to review and analyze the existing literature on computerized accounting education (CAE) in educational institutions across the Gulf Cooperation Council (GCC) countries and to suggest a research agenda for the future. Design/methodology/approach: The author employs a structured literature review (SLR)…
Descriptors: Foreign Countries, Accounting, Business Education, Higher Education
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Al-Inbari, Fatima Abdullah Yahya; Al-Wasy, Baleigh Qassim Mohammed – Education and Information Technologies, 2023
Automated Writing Evaluation (AWE) is one of the machine techniques used for assessing learners' writing. Recently, this technique has been widely implemented for improving learners' editing strategies. Several studies have been conducted to compare self-editing with peer editing. However, only a few studies have compared automated peer and…
Descriptors: English Language Learners, Automation, Writing Evaluation, Peer Evaluation
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