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Showing 1 to 15 of 34 results Save | Export
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Hui Shi; Yihang Zhou; Vanessa P. Dennen; Jaesung Hur – Education and Information Technologies, 2024
The imbalance in student-teacher ratio and the diversity of student population pose challenges to MOOC's quality of instructor support. An understanding of student profiles, such as who they are and how they behave, is critical to improving personalized support of MOOC learning environments. While past studies have explored different types of…
Descriptors: MOOCs, Behavior Patterns, Student Behavior, Cluster Grouping
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Pawan Kumar; Urvashi Tandon – Education and Information Technologies, 2024
This research aims to study the impact of Values enhanced technology adoption (VETA) in facilitating e-learning among academicians in Higher Education Institutions (HEIs) in North India. This research also validates the moderating role of digital technology by thoroughly understanding the impact of dimensions of VETA on behavioural intention. The…
Descriptors: Foreign Countries, Behavior Patterns, Electronic Learning, Higher Education
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Zhuoyao Cui; Haochen Yang – SAGE Open, 2023
This study investigates the influence of game elements on active learning intentions within digital learning platforms. Drawing from a situational perspective, we developed a model and validated it using data from 492 respondents collected via questionnaires. Our findings suggest that while social elements enhance active learning intentions, both…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Active Learning
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Zheng, Juan; Li, Shan; Lajoie, Susanne P. – Education and Information Technologies, 2022
This study examined the relationships between clinical reasoning behaviors and diagnostic efficiency in the context of diagnosing a virtual patient in BioWorld, a technology-rich environment designed for medical students to practice clinical reasoning skills. Eighty-two medical students who correctly solved a patient case with Diabetes Mellitus…
Descriptors: Clinical Diagnosis, Patients, Medical Students, Technology Uses in Education
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Jing Liu; Xuanyu Zhu; Chong Huang; Yujie Wang; Liyan Chang – Innovations in Education and Teaching International, 2024
With the widespread implementation of COVID-19 prevention and control measures during the pandemic, online classes have become a normal and indispensable part of college students' lives. Analysis of the factors affecting college students' behavioural intention towards online classes will help improve online class quality. This paper sets up a…
Descriptors: College Students, Student Motivation, Electronic Learning, Distance Education
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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
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Caleb Or – International Journal of Technology in Education and Science, 2023
The Unified Theory of Acceptance and Use of Technology (UTAUT) model has been widely used to explain user intention and use behavior. Past research has added attitude to the UTAUT framework to examine further how it influences technology adoption. This study utilized a combined meta-analysis and structural equation modelling [approach] to examine…
Descriptors: Meta Analysis, Technology Uses in Education, Technology Integration, Teaching Methods
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Hier, Bridget O.; MacKenzie, Connor K.; Ash, Tory L.; Maguire, Samantha C.; Nelson, Kaytlin A.; Helminen, Emily C.; Watts, Emily A.; Matsuba, Erin S. M.; Masters, Ellen C.; Finelli, Carly C.; Circe, Joshua J.; Hitchings, Taylor J.; Goldstein, Alec R.; Sullivan, William E. – Journal of Positive Behavior Interventions, 2024
This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using…
Descriptors: Behavior Patterns, Games, Learner Engagement, Distance Education
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Yang Jiang; Mo Zhang; Jiangang Hao; Paul Deane; Chen Li – Journal of Educational Measurement, 2024
The emergence of sophisticated AI tools such as ChatGPT, coupled with the transition to remote delivery of educational assessments in the COVID-19 era, has led to increasing concerns about academic integrity and test security. Using AI tools, test takers can produce high-quality texts effortlessly and use them to game assessments. It is thus…
Descriptors: Integrity, Artificial Intelligence, Technology Uses in Education, Ethics
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Kasakowskij, Regina; Haake, Joerg M.; Seidel, Niels – International Educational Data Mining Society, 2023
Improving competence requires practicing, e.g. by solving tasks. The Self-Assessment task type is a new form of scalable online task providing immediate feedback, sample solution and iterative improvement within the newly developed SAFRAN plugin. Effective learning not only requires suitable tasks but also their meaningful usage within the…
Descriptors: Self Evaluation (Individuals), Student Behavior, College Students, Learning Processes
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Jelena Andelkovic Labrovic; Nikola Petrovic; Jelena Andelkovic; Marija Meršnik – Journal of Computing in Higher Education, 2025
The focus of this study was on identifying patterns of student behavior to support data-informed decision-making which would then improve the learning experience and learning outcomes of online English language courses. Learning analytics approach (or more specifically cluster analysis) was used to identify engagement patterns in online learning.…
Descriptors: Electronic Learning, Online Courses, Behavior Patterns, Student Behavior
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Shan Li; Xiaoshan Huang; Gaoxia Zhu; Hanxiang Du; Tianlong Zhong; Chenyu Hou; Juan Zheng – Journal of Computer Assisted Learning, 2024
Background: Social annotation has emerged as a promising educational technology that fosters collaborative reading and discussion of digital resources among learners. While the positive impact of social annotation on students' learning process and performance is widely acknowledged, students' behavioural patterns in social annotation are…
Descriptors: Undergraduate Students, Cooperative Learning, Reading Strategies, Group Activities
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Sachin Srivastava; Narender Singh Bhati – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This research aims to examine the mobile learning (m-learning) intentions of students pursuing design courses at graduate and undergraduate levels in higher education institutions in a developing country like India. This study integrated the Technology Readiness Index (TRI 2.0) and the Unified Theory of Acceptance and Use of…
Descriptors: Electronic Learning, Handheld Devices, Telecommunications, Design
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Gökhan Akçapinar; Erkan Er; Alper Bayazit – International Review of Research in Open and Distributed Learning, 2024
Lecture capture videos, a popular type of instructional content used by instructors to share course recordings online, play a significant role in educational settings. Compared to other educational videos, these recordings require minimal time and effort to produce, making them a preferred choice for disseminating course materials. Despite their…
Descriptors: Learner Engagement, Video Technology, Lecture Method, Student Behavior
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Shuai He; Yu Lu – Interactive Learning Environments, 2024
Currently, generative AI has undergone rapid development. Numerous studies have attested to the benefits of Gen AI in programming, mathematics and other disciplines. However, since Gen AI mostly uses English as the intrinsic training parameter, it is more effective in facilitating the teaching of courses that use international common notation, but…
Descriptors: Instructional Effectiveness, Technology Uses in Education, Artificial Intelligence, Humanities Instruction
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