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Peter Baldwin; Victoria Yaneva; Kai North; Le An Ha; Yiyun Zhou; Alex J. Mechaber; Brian E. Clauser – Journal of Educational Measurement, 2025
Recent developments in the use of large-language models have led to substantial improvements in the accuracy of content-based automated scoring of free-text responses. The reported accuracy levels suggest that automated systems could have widespread applicability in assessment. However, before they are used in operational testing, other aspects of…
Descriptors: Artificial Intelligence, Scoring, Computational Linguistics, Accuracy
Kevin Larkin; Ilyse Resnick; Thomas Lowrie – Mathematical Thinking and Learning: An International Journal, 2024
Patterns are a fundamental component of mathematics, and the patterning ability of young children has been well researched; however, this research has largely been conducted with relatively small cohorts (±70) and in an interventionist way (in laboratory settings or with researchers directly intervening in educational contexts). The current study…
Descriptors: Foreign Countries, Preschool Children, Pattern Recognition, Mathematics Education
Galip Bedir; Ibrahim Benek; Eda Yuca; Ismail Donmez – Journal of Education in Science, Environment and Health, 2025
Artificial Intelligence (AI) emerges as the development of computer systems and software that imitate human abilities and perform human-like tasks. Understanding what gifted students think about this system that includes deep cognitive abilities is considered important. Based on this premise, this study examines the perceptions of gifted students…
Descriptors: Gifted, Student Attitudes, Freehand Drawing, Artificial Intelligence
Sanda Vere?; Ana-Simona Ilie; Paula Maria Buda – Romanian Review of Geographical Education, 2024
The purpose of this study is to investigate primary school teachers' perceptions regarding the frequency of using educational platforms, digital applications, and videos for teaching science and geography. Data collection was carried out through a questionnaire survey in which 107 primary school teachers voluntarily participated. The analysis…
Descriptors: Films, Elementary School Students, Teaching Methods, Computer Games
Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
Ali Karakas – RELC Journal: A Journal of Language Teaching and Research, 2024
This paper evaluates Voki, a digital platform for creating speaking avatars, in the context of Global Englishes Language Teaching (GELT). It firstly outlines the benefits of using animated characters in online tools to personalize language lessons and engage students. As a web-based application, Voki offers various customization options, including…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Variation
Adrián Sabalete Suárez; Manuel Roblizo Colmenero – International Studies in Catholic Education, 2024
Skills enabling the integration of information and communications technology (ICT) in classrooms have become necessary for teachers' professional practice. Using an applied approach, this study conducts an analysis of the use of and attitudes and perceptions towards digital skills among Spanish teachers in Salesian schools. Given the relevance of…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Teacher Attitudes, Digital Literacy
Mar'atussolichah; Hamidulloh Ibda; Muhammad Fadloli Al-Hakim; Faizah Faizah; Aniqoh Aniqoh; Mahsun Mahsun – Journal of Education and Learning (EduLearn), 2024
The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (R&D) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning,…
Descriptors: Educational Games, Indonesian, Elementary School Students, Teaching Methods
Saman Ebadi; Hanieh Azizimajd – Education and Information Technologies, 2024
This study reports the results of a mixed-methods investigation on the impact of task-based speaking practices using the Clubhouse application outside the classroom on EFL learners' oral fluency and willingness to communicate (WTC). Sixty upper-intermediate EFL learners were divided into experimental and control groups practicing speaking skills…
Descriptors: English (Second Language), English Language Learners, Handheld Devices, Computer Software
Hee Jin Bang; Eric Setoguchi; Alison Mackey; Akiko Fujii – Studies in Second Language Acquisition, 2024
Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children's proficiency with and willingness to use mobile devices anytime,…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Computer Software
Mehmet Donmez; Kursat Cagiltay – Educational Technology & Society, 2024
This study investigated the design processes for developing eye training materials for children with low vision (CLV) using computer game applications based on eye movement tracking to enhance their vision skills. The primary aim was to create interactive eye training materials tailored to improve CLV's vision abilities. Employing a design-based…
Descriptors: Eye Movements, Visual Impairments, Parent Attitudes, Special Education Teachers
Sotirios Karanasios; Marina Papastergiou – Education and Information Technologies, 2024
Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in…
Descriptors: Learning Activities, Educational Games, Learning Management Systems, Telecommunications
Selcuk Acar; Denis Dumas; Peter Organisciak; Kelly Berthiaume – Grantee Submission, 2024
Creativity is highly valued in both education and the workforce, but assessing and developing creativity can be difficult without psychometrically robust and affordable tools. The open-ended nature of creativity assessments has made them difficult to score, expensive, often imprecise, and therefore impractical for school- or district-wide use. To…
Descriptors: Thinking Skills, Elementary School Students, Artificial Intelligence, Measurement Techniques
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Journal of Research on Educational Effectiveness, 2024
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions: From…
Descriptors: Cost Effectiveness, Mathematics Achievement, Efficiency, COVID-19
Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
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