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Miao Chao; Weiyi Sun; Jie Liu; Jiahui Ding; Ye Zhu – Journal of Computer Assisted Learning, 2025
Background: The use of social media among students has become debatable concern due to both positive and negative effects on academic performance. Yet, understanding of the diverse patterns of social media use and their influence on actual and perceived academic performance remains limited. Objectives: This study distinguishes between academic and…
Descriptors: Social Media, Performance, Influence of Technology, Predictor Variables
Hao Lijie; Shahazwan Mat Yusoff; Anwar Farhan Mohamad Marzaini – Education and Information Technologies, 2025
This research examines the factors that affect critical thinking disposition (CTD) in Malaysian university students using AI-based educational technologies. It analyzes the impact of AI literacy (AIL), perceived ease of use (PEOU), perceived usefulness (PU), and motivation (MO) through the lens of the Technology Acceptance Model (TAM) and…
Descriptors: Foreign Countries, College Students, Artificial Intelligence, Technology Uses in Education
Gábor Pörzse; Zsófia Kenesei – Information and Learning Sciences, 2025
Purpose: Even though the pandemic years resulted in a significant increase in massive open online courses (MOOCs), there are still countries where penetration is low. The rejection of MOOCs can inhibit individual and societal advancements. The purpose of this study is to explore what is behind the resistance to MOOCs in these regions. Using the…
Descriptors: MOOCs, Educational Change, Resistance to Change, Innovation
Shaorong Ji; Nur Azlina Mohamed Mokmin; Jiawei Wang – Education and Information Technologies, 2025
The traditional educational approaches in art classrooms have increasingly fallen short of addressing the needs of learners in an era marked by rapid technological advancements. Augmented reality (AR), as a leading representative of these emerging technologies, has recently been integrated into traditional educational methods, repeatedly…
Descriptors: Computer Simulation, Influence of Technology, Visual Aids, Communications
Liping Sun; Marjaana Kangas; Heli Ruokamo – Interactive Learning Environments, 2024
Intelligent game-based learning environments have developed and created dynamic, effective, and engaging learning experiences, serving as a tutoring framework for students of different educational levels. Although game-based features have recently been shown to have the potential to improve intelligent tutoring systems in these learning…
Descriptors: Game Based Learning, Literature Reviews, Intelligent Tutoring Systems, Influence of Technology
Xiaoxuan Fang; Davy Tsz Kit Ng; Manwai Yuen – Education and Information Technologies, 2025
To promote computational thinking in mathematics education, Scratch is used to foster students' computational thinking and mathematical understanding. However, students face challenges in block-based programming environments, such as having low motivation, high anxiety, and cognitive loads. This study combined the pedagogical values of Geogebra…
Descriptors: Computer Software, Mental Computation, Elementary School Mathematics, Grade 5
Oguzhan Nacaroglu; Oktay Kizkapan; Hüseyin Demir – Psychology in the Schools, 2025
Science learning motivation refers to the drive and enthusiasm that students exhibit towards learning science. Science learning competencies, on the other hand, are the skills and knowledge enabling students to understand and apply scientific concepts effectively. Digital literacy, defined as the ability to effectively use digital tools and…
Descriptors: Middle School Students, Student Motivation, Science Education, Digital Literacy
Kimberly Maljak; Jayla Sotelo; Katelyn Paulus – Strategies: A Journal for Physical and Sport Educators, 2024
Most high school and collegiate athletic teams attend some type of camp to prepare for their upcoming season. This article provides a 30-day challenge to help high school and college dance teams to improve their overall physical fitness while they prepare for summer camp. The ideas can also be modified to meet the needs of other athletic teams.
Descriptors: Dance, Camps, High Schools, Colleges
Feng Li; Liang Cheng; Xi Wang; Xiaona He; Yiyu Wang – SAGE Open, 2023
This study compares the effects of Spherical Video-Based Virtual Reality (SVVR) and Conventional Video (CV) on students' writing achievement and motivation. A quasi-experimental method was used in a primary school's Chinese Descriptive Article Writing courses. Twenty-eight fourth-grade students were randomly divided into two groups. In the SVVR…
Descriptors: Video Technology, Computer Simulation, Influence of Technology, Student Motivation
Halyna Kuzmenko; Veronika Zaitseva; Sv?tlana Zar?a; Svitlana Shman; Olha Konovalova; Alla Buihasheva – Journal of Education and Learning (EduLearn), 2025
The article aims to determine the impact of a psychologically grounded interactive educational space on the professional self-realization of future art professionals. The study used the methodology "type and level of professional self-realization," methodology for studying satisfaction, test for studying the motivation of professional…
Descriptors: Foreign Countries, College Students, Art Education, Artists
Khalid Arar; Miguel Guajardo; Anna Saiti; Eman Abo-Zaed Arar – Power and Education, 2025
There are many studies on the role of technology in facilitating equality, quality, and effectiveness in higher learning in the last decade. This study aims at exploring the sustainability of a postgraduate program in a USA context following the COVID surge. Relational assurance is employed through qualitative methods, and frameworks to make sense…
Descriptors: Influence of Technology, Sustainability, Instructional Leadership, Masters Programs
Hanwei Wu; Yunsong Wang; Yongliang Wang – International Review of Research in Open and Distributed Learning, 2024
Artificial intelligence (AI) offers new possibilities for English as a foreign language (EFL) learners to enhance their learning outcomes, provided that they have access to AI applications. However, little is written about the factors that influence their intention to use AI in distributed EFL learning contexts. This mixed-methods study, based on…
Descriptors: College Students, Artificial Intelligence, English (Second Language), Second Language Learning
Michael David Brown – ProQuest LLC, 2023
Students in today's classrooms are immersed in technology outside the classroom walls, and then they enter classrooms without the use of any technological tools, and they doubt the relevance of education. To determine the impact of technology used in the classroom, this qualitative phenomenological research study's methodology gathered data using…
Descriptors: Technology Integration, Technology Uses in Education, Influence of Technology, Teacher Attitudes
Li-Chen Cheng; Wei Li; Judy C. R. Tseng – Interactive Learning Environments, 2023
Programming ability is the core ability of this era and can be obtained and improved through practice. In this paper, an Automated Programming Assessment system based on Mastery learning and Peer competition (APAMP) was proposed and developed. APAMP allows students to practice repeatedly by providing immediate feedback after their programs are…
Descriptors: High School Freshmen, High School Seniors, Programming Languages, Foreign Countries
Mariusz Kruk; Agnieszka Kaluzna – European Journal of Education, 2025
The integration of artificial intelligence (AI) in L2 teaching and learning is poised to revolutionise educational practices by enhancing both instructional methods and language development for L2 learners. This study employed a mixed-methods design to comprehensively examine the impact of AI tools, machine translation systems, and traditional…
Descriptors: Artificial Intelligence, Translation, Language Skills, Emotional Experience