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Showing 1 to 15 of 76 results Save | Export
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Mohd Khairulnizam Ramlie; Ahmad Zamzuri Mohamad Ali – Journal of Computer Assisted Learning, 2024
Background: Effective communication in education employs diverse methods, with hologram technology representing teaching staff. Holograms, using different character realism levels, aim to sustain student interest and motivation. This study explores whether student valence, influenced by hologram tutor character appearance, significantly mediates…
Descriptors: Information Technology, Visual Aids, Computer Simulation, Student Interests
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Begum Canaslan Akyar; Angélica Monteiro; Preciosa Fernandes – Education and Information Technologies, 2024
This study aims to explore preschool educators' attitudes towards to information and communication technology (ICT), its factors and implementation of ICT tools in preschool education by the educators. To this end, a mixed-method research approach was applied, comprising qualitative and quantitative data, collected using survey and field…
Descriptors: Preschool Teachers, Teacher Attitudes, Information Technology, Learning Activities
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Yesim Karadag; Seher Yalçin – International Journal of Assessment Tools in Education, 2023
The aim of this study is to investigate the impact of online peer feedback in the Information Technologies and Software course on the improvement of collaborative problem-solving skills (CPS), which are considered essential skills for the 21st century. The impact of peer feedback on CPS was designed using a mixed-methods approach that combines…
Descriptors: Feedback (Response), Cooperation, Influences, Problem Solving
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Ifenthaler, Dirk; Egloffstein, Marc – TechTrends: Linking Research and Practice to Improve Learning, 2020
The adoption and integration of digital technology in organizations are crucial not only for communication, administration and management, but also a meaningful asset to support learning and teaching as well as organizational change. However, existing models of educational technology adoption and integration predominantly focus on school settings…
Descriptors: Technology Integration, Adoption (Ideas), Models, Computer Attitudes
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Alejandro Álvarez-Marín; J. Ángel Velázquez-Iturbide; Mauricio Castillo-Vergara; Christian Acuña-Opazo – Innovations in Education and Teaching International, 2025
This study explores the moderating role of aesthetics and information quality on the technological acceptance of augmented reality. A technology acceptance model with the following variables was used: perceived ease of use, perceived usefulness, attitude towards using, and behavioural intention to use. Analysis was conducted by using structural…
Descriptors: Physical Environment, Computer Simulation, Synthesis, Simulated Environment
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Mykhailenko, Olena; Blayone, Todd J. B.; Usca, Svetlana; Kvasovskyi, Oleksandr; Desyatnyuk, Oksana – Compare: A Journal of Comparative and International Education, 2022
Global processes of digitalisation are transforming learning and work. University students in all nations are under pressure to develop positive and productive technology-related skills and dispositions. This study investigates the attitudes of 1,006 Latvian and Ukrainian university students towards information technology. Survey responses from…
Descriptors: Sex Fairness, Positive Attitudes, Cross Cultural Studies, Information Technology
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Napat Jitpaisarnwattana – IAFOR Journal of Education, 2025
This study explores the extent to which learner autonomy can be cultivated through a digital storytelling (DST) project within a collaborative learning environment. Additionally, it examines students' attitudes towards the DST project. The research was conducted with 90 nursing students enrolled in an English for Specific Purposes (ESP) course,…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Nursing Education
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Sumaedi, Sik; Sumardjo; Saleh, Amiruddin; Syukri, Agus Fanar – Health Education, 2021
Purpose: This research aims to develop and test a model of digital health communication media (DHCM) use for healthy food information -- DHCM usage -- during the COVID-19 pandemic. More specifically, this research investigated the simultaneous effects of perceived threat of COVID-19, e-health literacy, attitude toward DHCM usage, knowledge toward…
Descriptors: COVID-19, Pandemics, Health, Information Technology
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Uchenna Ugwuoke; Peter Okebukola; Ekwam Emmanuel; Franklin Onowugbeda; Benjamin Onuorah – Journal of Educational Research, 2024
Application/Software development, a component of ICT is an important skill needed to help address sustainability given its high societal leverage. On recognizing the complexity of understanding software development cycle and putting into consideration the technicalities involved in developing software to solve organizational problems, there is a…
Descriptors: Culturally Relevant Education, Computer Software, Positive Attitudes, Instructional Innovation
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Oliver J. Mason; Siobhan Collman; Stella Kazamia; Ioana Boureanu – Journal of Cybersecurity Education, Research and Practice, 2024
This pilot study aims to assess the acceptability of Open University's training platform called Gamified Intelligent Cyber Aptitude and Skills Training course (GICAST), as a means of improving cybersecurity knowledge, attitudes, and behaviours in undergraduate students using both quantitative and qualitative methods. A mixed-methods, pre-post…
Descriptors: Career Readiness, Computer Science, Computer Security, Gamification
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Johnson, Joel B.; Reddy, Pritika; Chand, Ronil; Naiker, Mani – International Journal of Educational Technology in Higher Education, 2021
The rise of online modes of content delivery, termed e-learning, has increased student convenience and provided geographically remote students with more options for tertiary education. However, its efficacy relies upon student access to suitable technology and the internet, and the quality of the online course material. With the COVID-19 outbreak,…
Descriptors: College Students, Pacific Islanders, Student Attitudes, Knowledge Level
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del Olmo-Muñoz, Javier; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio – International Journal of Technology and Design Education, 2022
The inclusion of Computational Thinking (CT) in the classroom along with the promotion of positive attitudes in early ages towards technology have great relevance in the current educational paradigm. This study analyses whether CT instruction may improve pupils' attitudes towards technology, and also considers whether instructional approaches and…
Descriptors: Grade 2, Elementary School Students, Student Attitudes, Comparative Analysis
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Lund, Brady D.; Omame, Isaiah; Tijani, Solomon; Agbaji, Daniel – College & Research Libraries, 2020
Artificial intelligence (AI) has emerged as a topic of interest among information technology innovators. As AI is refined, practical uses of the technology to improve the transfer of information are increasingly investigated, developed, and adopted in a variety of public environments, including in libraries. Given the relatively recent emergence…
Descriptors: Academic Libraries, Librarian Attitudes, Artificial Intelligence, Adoption (Ideas)
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Daya, Avika; Laher, Sumaya – Africa Education Review, 2020
The South African "White Paper on E-education." "Transforming Learning and Teaching through Information and Communication Technologies" emphasises the need to integrate educational technology (Et) in classrooms. Yet, the situation in practice indicates that effective integration has not occurred. This article reports on a study…
Descriptors: Foreign Countries, Educational Technology, Technology Integration, Teacher Attitudes
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Aladeen Yousef Rashid Hmoud; Omar Hasan Salah; Raya Ahmad Hasan Altalib – Cogent Education, 2024
This study aims to examine the factors that impact the adoption of gamification, specifically the use of points, badges, and leaderboards, in universities in Jordan and Palestine and its impact on students' academic performance. Guided by the technology-organization-environment (TOE) framework and resource-based view (RBV) theory principles, this…
Descriptors: Gamification, Higher Education, Academic Achievement, Foreign Countries
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