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Qiu, Xing-yue; Chiu, Chuang-Kai; Zhao, Lu-Lu; Sun, Cai-Feng; Chen, Shu-jie – Interactive Learning Environments, 2023
This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends. The definition of VR/AR is given firstly, and then the model of VR/AR supporting learning is proposed. This model's language types, research participants, learning devices, learning goals, research issues,…
Descriptors: Trend Analysis, Computer Simulation, Technology Uses in Education, Second Language Learning
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Faulconer, Emily K.; Bolch, Charlotte; Wood, Beverly – Journal of Research in Innovative Teaching & Learning, 2023
Purpose: As online course enrollments increase, it is important to understand how common course features influence students' behaviors and performance. Asynchronous online courses often include a discussion forum to promote community through interaction between students and instructors. Students interact both socially and cognitively; instructors'…
Descriptors: Cognitive Processes, Difficulty Level, Asynchronous Communication, Undergraduate Students
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Alajlan, Hayat A. – Technology, Knowledge and Learning, 2023
The purpose of this quasi-experimental design study was to investigate and compare flipped learning (FL) and traditional learning (TL), and how FL impacts on student performance, participation and perceptions in higher education in Saudi Arabia. FL as an instructional approach has received much attention as a way to center learning on students in…
Descriptors: Flipped Classroom, Conventional Instruction, College Students, Computer Science Education
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Gorgun, Guher; Bulut, Okan – Large-scale Assessments in Education, 2023
In low-stakes assessment settings, students' performance is not only influenced by students' ability level but also their test-taking engagement. In computerized adaptive tests (CATs), disengaged responses (e.g., rapid guesses) that fail to reflect students' true ability levels may lead to the selection of less informative items and thereby…
Descriptors: Computer Assisted Testing, Adaptive Testing, Test Items, Algorithms
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Meccawy, Maram – Smart Learning Environments, 2023
Recent international empirical studies have demonstrated positive results when applying extended reality (XR) technologies such as augmented reality, virtual reality, or mixed reality in teaching and learning. Thus, the preconditions and challenges of use must be investigated from teachers' perspectives prior to implementing these technologies in…
Descriptors: Computer Simulation, Simulated Environment, Technology Integration, Teacher Attitudes
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Portugal, David; Faria, José N.; Belk, Marios; Martins, Pedro; Constantinides, Argyris; Pietron, Anna; Pitsillides, Andreas; Avouris, Nikolaos; Fidas, Christos A. – Smart Learning Environments, 2023
The worldwide shift to distance learning at Higher Education Institutions (HEIs) during the COVID-19 global pandemic has raised several concerns about the credibility of online academic activities, especially regarding student identity management. Traditional online frameworks cannot guarantee the authenticity of the enrolled student, which…
Descriptors: Identification, Distance Education, College Students, COVID-19
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Beege, Maik; Schneider, Sascha – Educational Technology Research and Development, 2023
Pedagogical agents were found to enhance learning but studies on the emotional effects of such agents are still missing. While first results show that pedagogical agents with an emotionally positive design might especially foster learning, these findings might depend on the gender of the agent and the learner. This study investigated whether…
Descriptors: Psychological Patterns, Design, Emotional Response, Educational Technology
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Mou, Tsai-Yun – Journal of Baltic Science Education, 2023
The development of STEAM education has captured researchers' attention due to its advantages for students' learning and interest in related subjects, specifically in kindergarten to grade 12 (K-12) educational settings. However, there is limited research on the inclusion of STEAM in higher education, and what university students think as they are…
Descriptors: College Students, Student Attitudes, STEM Education, Art Education
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Zhu, Hongyue; Jiao, Hong; Gao, Wei; Meng, Xiangbin – Journal of Educational and Behavioral Statistics, 2023
Change-point analysis (CPA) is a method for detecting abrupt changes in parameter(s) underlying a sequence of random variables. It has been applied to detect examinees' aberrant test-taking behavior by identifying abrupt test performance change. Previous studies utilized maximum likelihood estimations of ability parameters, focusing on detecting…
Descriptors: Bayesian Statistics, Test Wiseness, Behavior Problems, Reaction Time
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Fezzey, Tyler; Batchelor, John H.; Burch, Gerald F.; Reid, Randall – Journal of Cybersecurity Education, Research and Practice, 2023
The scope and breadth of the COVID-19 pandemic were unprecedented. This is especially true for business continuity and the related area of cybersecurity. Historically, business continuity and cybersecurity are viewed and researched as separate fields. This paper synthesizes the two disciplines as one, thus pointing out the need to address both…
Descriptors: Information Security, Computer Security, COVID-19, Pandemics
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Lee, Jihyun; Gutierrez, Julissa – Journal of Physical Education, Recreation & Dance, 2023
This article introduces the rationale behind utilizing computer-assisted gamification for the development of movement skills for children with ASD. This article also provides a brief review of several studies that have utilized computer-assisted gamification approaches in motor skill interventions, in order to show the applications and…
Descriptors: Gamification, Psychomotor Skills, Children, Autism Spectrum Disorders
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Hayak, Merav; Avidov-Ungar, Orit – Technology, Pedagogy and Education, 2023
The qualitative research employed semi-structured interviews with 28 elementary school teachers to examine the types of knowledge they use to integrate digital game-based learning (DGBL) into their classrooms and the nature of their integration planning. The findings revealed that teachers use four types of knowledge: game knowledge, game…
Descriptors: Elementary School Teachers, Educational Games, Computer Games, Game Based Learning
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Setren, Elizabeth – Education Finance and Policy, 2023
The presence of tablets and laptops in schools has burgeoned in recent years, with $4.9 billion spent on over 10.8 million devices in 2015. Despite the large and increasingly prevalent monetary and time investments in education technology, little causal evidence of its effectiveness exists. I estimate the effect of a Math and English Language Arts…
Descriptors: Tablet Computers, Instructional Effectiveness, Mathematics Education, Language Arts
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Jones, Steven R.; Long, Nicholas E.; Becnel, Jeremy J. – Research in Mathematics Education, 2023
Virtual reality (VR) research in mathematics education has centred largely on geometry content. This paper contributes by describing VR modules developed for another area that heavily involves three-dimensional objects: multivariable calculus. This paper also contributes by describing an empirical study on students' experiences inside the VR…
Descriptors: Computer Simulation, Mathematics Education, Calculus, Units of Study
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Benz, Thomas – Policy Futures in Education, 2023
Murat Adam is head of policy and curriculum for the European ministry of education. Political pressure is rising. Media channels across the European federation are labeling the continent as the most recent member of the education periphery. In Mr Adam's world, curricular authority transpires from the big 3, the North American Union (NAU), China,…
Descriptors: Foreign Countries, Educational Trends, Futures (of Society), Politics of Education
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