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A Systematic Review of Educational Online Peer-Review and Assessment Systems: Charting the Landscape
Dmytro Babik; Edward Gehringer; Jennifer Kidd; Kristine Sunday; David Tinapple; Steven Gilbert – Educational Technology Research and Development, 2024
Over the past two decades, there has been an explosion of innovation in software tools that encapsulate and expand the capabilities of the widely used student peer assessment. While the affordances and pedagogical impacts of traditional in-person, "paper-and-pencil" peer assessment have been studied extensively and are relatively well…
Descriptors: Peer Evaluation, Computer Software, Internet, Electronic Learning
Jike Yang; Ashley Casey; Lorraine Cale – Quest, 2024
Healthy lifestyle technologies (HLT) have gained popularity in young people's daily lives, but the long-term effect of these technologies on their physical activity (PA) participation and health learning is unclear. This systematic review (a) explores the effect of HLT use on the PA participation and health learning of young people (aged 13-18),…
Descriptors: Health Behavior, Life Style, Adolescents, Behavior Change
Asma Alsahil – Innovation in Language Learning and Teaching, 2025
Purpose: Despite substantial research on students' perceptions of collaborative writing, only a few studies have provided a deep understanding of their perceptions and attitudes toward computer-supported collaborative writing (CSCW). Previous studies have examined learners' perceptions and attitudes using questionnaires or interviews at a specific…
Descriptors: Student Attitudes, English (Second Language), Second Language Learning, Collaborative Writing
Birtwistle, Efsun; Schoedel, Ramona; Bemmann, Florian; Wirth, Astrid; Sürig, Christoph; Stachl, Clemens; Bühner, Markus; Niklas, Frank – International Journal of Testing, 2022
Digital technologies play an important role in our daily lives. Smartphones and tablet computers are very common worldwide and are available for everybody from a very early age. This trend offers the opportunity to track digital usage data for psychological and educational research purposes. The current paper introduces two research projects, the…
Descriptors: Handheld Devices, Computer Oriented Programs, Telecommunications, Computer Use
Ozkan Ergene; Busra Caylan Ergene – Education and Information Technologies, 2025
One of the aims of the present study was to reveal and compare the performance of ChatGPT versions (GPT-4o, GPT-4, and GPT-3.5), MathGPT, and Gemini in solving 390 mathematical problems in interactive mathematics e-textbooks across various dimensions. The other aim was to identify the affordances and constraints of ChatGPT through the instrumental…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Electronic Books
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
Barrot, Jessie Saraza – RELC Journal: A Journal of Language Teaching and Research, 2022
Given the recent technological advancements and the critical role that grammar plays in students' writing development, several digital tools that provide computer-mediated corrective feedback have emerged. One such tool is Grammarly, which identifies duplicate content and errors in grammar, vocabulary, mechanics, and language style. This tech…
Descriptors: English (Second Language), Second Language Learning, Computer Software, Grammar
Chávez Herting, David; Cladellas Pros, Ramon; Castelló Tarrida, Antoni – Interactive Learning Environments, 2023
The objective of this study was to examine the variables that affect the use of PowerPoint by university professors. Based on the revised unified theory of acceptance and use of technology (UTAUT-2), a theoretical model adapted to the study context was proposed. The impact of the attitude towards PowerPoint, performance expectancy, effort…
Descriptors: Habit Formation, Educational Technology, Technology Uses in Education, College Faculty
Fitriana, Kesi; Nurazni, Laeli – Journal of English Teaching, 2022
There are many online platforms which can help the students to check their grammar. To correct their writing, students usually use online grammar checkers such as Grammarly. This research was conducted to know the English department students' perspective of Grammarly software as the media to check the grammar in their writing. This research was…
Descriptors: English (Second Language), Second Language Learning, Student Attitudes, Technology Uses in Education
Araos Moya, Andrés; Damsa, Crina – Learning, Media and Technology, 2023
This study explored how agency is expressed when undergraduate students cross curricular boundaries to learn software development by realising affordances enabled by resources on online platforms. The study employed a qualitative research design based on individual stimulated recall interviews with 27 computer and software engineering students.…
Descriptors: Undergraduate Students, Computer Software, Computer Science Education, Personal Autonomy
Buckley, Jim; DeWille, Tabea; Exton, Chris; Exton, Geraldine; Murray, Liam – Journal of Educational Technology Systems, 2018
Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as "motivational affordances," and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be…
Descriptors: Games, Design, Educational Technology, Computer Software
Evi-Colombo, Alessia; Cattaneo, Alberto; Bétrancourt, Mireille – Journal of Educational Multimedia and Hypermedia, 2020
In a context where video has become commonplace in formal and informal learning, video annotation tools, which enable users to annotate shared video content for private or collaborative use, have received a growing interest in education. We critically review literature that reports on the use of video annotation with particular emphasis on the…
Descriptors: Affordances, Video Technology, Technology Uses in Education, Hypermedia
Keating, Xiaofen; Liu, Xiaolu; Stephenson, Rachyl; Guan, Jianmin; Hodges, Michael – European Physical Education Review, 2020
If used appropriately in schools, youth fitness testing can play a significant role in promoting a physically active lifestyle among school-age children. Unfortunately, many issues exist when testing students' health-related fitness (HRF) components, such as privacy concerns, misuse of testing results, and time-consuming test procedures. This…
Descriptors: Health Related Fitness, Physical Education, Self Evaluation (Individuals), Testing Problems
Xue, Sijia; Churchill, Daniel – Educational Technology Research and Development, 2019
As one of the most widely adopted mobile and social media applications, Tencent WeChat ® ('WeChat') has been increasingly used in education at all levels in Asia, and in China in particular. However, only a small number of studies have been conducted to explore educational affordances of WeChat. In this paper, these affordances are defined as…
Descriptors: Affordances, Models, Adoption (Ideas), Technology Uses in Education
Pack, Austin; Barrett, Alex – International Journal of Computer-Assisted Language Learning and Teaching, 2021
Virtual reality (VR) has garnered increasing attention as a pedagogical tool for language learning. Yet, despite the many affordances of using virtual reality learning environments (VRLEs), there remains a paucity of research investigating the use of VRLEs for English for academic purposes (EAP). While BALEAP '19 conference presentations related…
Descriptors: Computer Simulation, Simulated Environment, English for Academic Purposes, Second Language Instruction