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Showing 1 to 15 of 937 results Save | Export
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Rustam Shadiev; Xuan Chen; Fahriye Altinay – Journal of Computer Assisted Learning, 2024
Background: Our study analysed 46 articles on computer-aided translation (CAT) and its educational uses. We explored two main areas: CAT technologies in learning and teaching, and the research methodologies of these studies. Objectives: Our review covered the types of CAT technologies used, their applications in different learning settings,…
Descriptors: Translation, College Students, Computer Assisted Instruction, Computer Software Evaluation
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Jaiteg Singh; Nandini Modi – Interactive Learning Environments, 2024
Eye gaze tracking has recently become indispensable for domains like virtual reality, augmented reality, human-computer interaction and advertisement. The commercial eye gaze tracking equipment is too expensive to be used by the masses. In this manuscript, a non-invasive, low-resolution ordinary camera-based system has been proposed for tracking…
Descriptors: Eye Movements, Attention, Validity, College Students
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Rachel F. Adler; Devorah Kletenik – Education and Information Technologies, 2025
Although digital accessibility topics are increasingly gaining inclusion in university computing classrooms, many instructors still encounter difficulties in engaging students with this subject. The Universal Design for Learning (UDL) framework, a pedagogical approach that emphasizes multiple means of engagement, offers a promising strategy to…
Descriptors: Access to Education, Learning Processes, Preferences, Educational Games
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Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
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Stephan Pühringer; Georg Wolfmayr – Research Evaluation, 2024
This paper develops a better understanding of the explicit and implicit implications of the academic field's competitization, with a specific focus on the role that academic social networks and platforms (ASNPs) play in this process. While ASNPs are embedded within a broad and complex ecology of academic competition we show that particularly…
Descriptors: College Students, Social Networks, Discourse Communities, Computer Mediated Communication
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Kurt VanLehn; Fabio Milner; Chandrani Banerjee; Jon Wetzel – International Journal of Artificial Intelligence in Education, 2024
An algebraic model uses a set of algebraic equations to describe a situation. Constructing such models is a fundamental skill, but many students still lack the skill, even after taking several algebra courses in high school and college. For such students, we developed instruction that taught students to decompose the to-be-modelled situation into…
Descriptors: Algebra, Mathematical Models, Low Achievement, Mathematics Instruction
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Heinsen Egan, Matthew; McDonald, Chris – Computer Science Education, 2021
Background and Context: Students learning the C programming language struggle to debug, and to understand the runtime behaviour of, their programs. Objective: We examine a tool that combines several novice-focused error detection, program visualization, and debugging techniques, to investigate which features students use in real study sessions,…
Descriptors: Computer Science Education, Programming Languages, Programming, Novices
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Joseph Lobo; Genesis Dimalanta; Conrad Buerkley; Susan Manuel; Amiel Alfonso; Celter Cris Torres; Gerald Suba – Journal of Educators Online, 2025
This study adapted Davis' (1989) Technology Acceptance Model (TAM) to investigate what influences students' attitudes on using Microsoft Teams (MS Teams) as a learning tool for Physical Education (PE). Partial Least Square-Structural Equation Modeling (PLS-SEM) analysis of survey responses from 1,916 Mabalacat City College students enrolled in an…
Descriptors: Physical Education, Computer Software, Instructional Effectiveness, Computer Uses in Education
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Aldo Gordillo; Daniel Lopez-Fernandez – IEEE Transactions on Education, 2024
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and…
Descriptors: Game Based Learning, Computer Software, Conventional Instruction, Instructional Effectiveness
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Eliza Rossiter; T. J. Thomson; Rachel Fitzgerald – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study is to evaluate the use and effectiveness of a bespoke mobile learning resource, Pocket Tutor. This resource responds to a number of teaching and learning challenges within the tertiary education context. These include those related to the number and type of learning activities that can be offered, class pacing,…
Descriptors: College Students, Electronic Learning, Handheld Devices, Technology Uses in Education
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Ludovica Mastrobattista; María Muñoz-Rico; José Antonio Cordón-García – Journal of Technology and Science Education, 2024
The main objective of this article is to highlight the importance of training in digital tools at the university level to foster the development of innovative and efficient data analysis from a scientific perspective. In an increasingly digitised world, the acquisition of digital skills has become a fundamental requirement for success in various…
Descriptors: Digital Literacy, Data Analysis, Computer Software, Computer Uses in Education
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James W. Drisko – Journal of Teaching in Social Work, 2025
The rise of AI generated texts offers promise but creates new challenges for social work teaching. A recent survey found that 89% of higher education students used AI on their homework. AI generated text may be difficult to distinguish from a student's own work, yet are being submitted as the student's own work. This poses new challenges to…
Descriptors: Plagiarism, Social Work, Counselor Training, Artificial Intelligence
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Michael D'Addario – Discover Education, 2025
With the proliferation of easy-to-use generative AI tools such as ChatGPT, students in college composition courses can and do take advantage of such technology to assist with essay writing. While a growing body of research does not see using these tools as a problem in itself, institutional, departmental, and instructor policies about generative…
Descriptors: Taxonomy, Language Usage, Artificial Intelligence, Computer Software
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Chen, Man-Ying; Tang, Joni Tzuchen – Education and Information Technologies, 2023
In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum mainly relies on self-directed learning. In the study, we designed the digital game "Legendary Wizard Excel" and took a certified Excel textbook as the research tool. The game we designed…
Descriptors: Video Games, Computer Software, College Students, Comparative Analysis
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Mark Frydenberg; Anqi Xu; Jennifer Xu – Information Systems Education Journal, 2025
This study explores student perceptions of learning to code by evaluating AI-generated Python code. In an experimental exercise given to students in an introductory Python course at a business university, students wrote their own solutions to a Python program and then compared their solutions with AI-generated code. They evaluated both solutions…
Descriptors: Student Attitudes, Programming, Computer Software, Quality Assurance
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