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Showing 1 to 15 of 3,422 results Save | Export
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Mari C. MacFarland; Joshua B. Plavnick; Kailie J. Kipfmiller; Adam S. McElyea – Journal of Autism and Developmental Disorders, 2025
Research has shown video modeling to be effective for training adult service providers to administer evidence-based practices to children with autism. This study examined the effects of video modeling training (VMT) on neurotypical adolescents' performance of peer mediated social interaction (PMSI), a 10-step procedure of simplified behavioral…
Descriptors: Video Technology, Technology Uses in Education, Educational Technology, Modeling (Psychology)
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Mohd Kamal Othman; Rahimah Mat; Norehan Zulkiply – Education and Information Technologies, 2025
This research addresses the critical need for robust usability evaluation tools in Wearable Virtual Reality Educational Applications. We developed a comprehensive set of Wearable Virtual Reality Educational Applications usability heuristics through a multi-stage process. Initial heuristics were established through a literature review. Validation…
Descriptors: Assistive Technology, Computer Simulation, Technology Uses in Education, Usability
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Z. Vermeire; M. J. de Haan; J. Sefton-Green; S. F. Akkerman – Frontline Learning Research, 2024
Online, informal learning communities bring youth opportunities for learning that schools cannot offer. Yet, there are concerns about the impact of social media platforms' control over online learning. We argue for a re-evaluation of what an 'online informal learning community' is by looking at such active communities on three platforms: YouTube,…
Descriptors: Social Media, Video Technology, Visual Aids, Communities of Practice
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Xundiao Ma; Yueguang Xie; Xin Yang; Hanxi Wang; Zhongyu Li; Jia Lu – Education and Information Technologies, 2024
At present, the research on the teacher-student interaction (TSI) mode in smart classroom (SC) was not in-depth enough, and a few studies mainly focuses on top-down theoretical deduction. This study adopted a bottom-up approach to study the TSI modes in SC and proposed specific implementation suggestions, which had important theoretical value and…
Descriptors: Interaction, Teacher Student Relationship, Educational Technology, Thinking Skills
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Diego Addan Gonçalves; Ricardo Caceffo; José Armando Valente; Rodrigo Bonacin; Julio Cesar dos Reis; Maria Cecília Calani Baranauskas – Educational Technology & Society, 2024
Learning environments can benefit from the enactive concept which considers human and technological aspects as coupled together so that interaction is seen as a cycle of perceptually guided actions. Although existing literature reviews have been conducted to address the use of technologies in enactive learning environments, we observe they do not…
Descriptors: Interaction, Educational Technology, Technology Uses in Education, Barriers
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Mengke Wang; Taotao Long; Zengzhao Chen; Xuemei Wu; Yawen Shi; Ling Xu – Asia-Pacific Education Researcher, 2024
The application of information technology in the classroom is not a new thing. There have been many studies on the impact of information technology on teachers' teaching and students' learning. However, few studies focus on how information technology affects classroom interaction and instructional proxemics. In this study, 43 exemplary lessons…
Descriptors: Information Technology, Technology Uses in Education, Educational Technology, Interaction
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Siamack Zahedi; Royce Kimmons; Priyanka Venkat – Education and Information Technologies, 2025
This case-study analyzed the pedagogical uses of 1:1 devices at a mid-cost private school in India. Relying on interviews, classroom observations, and naturalistic qualitative approaches, we categorized classroom technology use according to the PICRAT model of technology--Passive-Interactive-Creative and Replacement-Amplification-Transformation.…
Descriptors: Educational Technology, Technology Uses in Education, Private Schools, Access to Computers
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Mélanie Gallot; Franck di Rienzo; Marion Binay; Christian Collet; Nady Hoyek – Anatomical Sciences Education, 2024
Human anatomy requires understanding spatial relationships among anatomical structures and is often perceived as difficult to learn by students. To overcome this concern, several digital tools exist with some strengths and limitations among which the lack of interactivity especially for complex functional anatomy learning. In this way, a new…
Descriptors: Anatomy, Technology Uses in Education, Interaction, Kinesiology
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Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
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Adi Perry-Kates; Anat Cohen – Journal of Computer Assisted Learning, 2025
Background: In light of the growing need to understand interactive learning effectivity and especially post-COVID 19 pandemic constraints, the key question is how to develop interactive videos in order to get the most effective results. Objectives: This research aims to explore the pedagogical benefits of interactive video with branching…
Descriptors: Video Technology, Interaction, Instructional Effectiveness, Teaching Methods
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Kong Chen; April C. Tallant; Ian Selig – Information and Learning Sciences, 2025
Purpose: Current knowledge and research on students' utilization and interaction with generative artificial intelligence (AI) tools in their academic work is limited. This study aims to investigate students' engagement with these tools. Design/methodology/approach: This research used survey-based research to investigate generative AI literacy…
Descriptors: Artificial Intelligence, Higher Education, College Students, Technology Integration
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Philipp Rosendahl; Ingo Wagner – Education and Information Technologies, 2024
As a teaching and learning medium, 360° videos offer new teaching-learning experiences. Through the possibility of immersion, individual 360° panoramic images, multi-perspective viewing options and interaction possibilities, they extend the advantages of conventional video technology. To understand the potential of using 360° video technology for…
Descriptors: Video Technology, Technology Uses in Education, Teaching Methods, Learning Experience
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George Veletsianos; Shandell Houlden; Nicole Johnson – TechTrends: Linking Research and Practice to Improve Learning, 2024
Much of the literature on artificial intelligence (AI) in education imagines AI as a tool in the service of teaching and learning. Is such a one-way relationship all that exists between AI and learners? In this paper we report on a thematic analysis of 92 participant responses to a story completion exercise which asked them to describe a classroom…
Descriptors: Artificial Intelligence, Technology Uses in Education, Man Machine Systems, Interaction
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Rustam Shadiev; Xuan Chen; Wayan Sintawati; Fahriye Altinay; Yan Li; Nurassyl Kerimbayev; Ahmed Tlili – Educational Technology & Society, 2025
Students are unable to view each other's VR content created with 360-degree video technology using head-mounted displays and discuss it in real-time. This limitation may confine the application of 360degree video technology in the field of intercultural learning to merely passive observation of cultural content on individual devices, thereby…
Descriptors: Video Technology, Technology Uses in Education, Computer Simulation, Cultural Awareness
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Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
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