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Sy-Miin Chow; Jungmin Lee; Jonathan Park; Prabhani Kuruppumullage Don; Tracey Hammel; Michael N. Hallquist; Eric A. Nord; Zita Oravecz; Heather L. Perry; Lawrence M. Lesser; Dennis K. Pearl – Journal of Statistics and Data Science Education, 2024
Personalized educational interventions have been shown to facilitate successful and inclusive statistics, mathematics, and data science (SMDS) in higher education through timely and targeted reduction of heterogeneous training disparities caused by years of cumulative, structural challenges in contemporary educational systems. However, the burden…
Descriptors: Individualized Instruction, Instructional Design, Science Education, Higher Education
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Han, Yang – Education and Information Technologies, 2023
This article reflects the results of a study involving second- and fourth-year students from Harbin University (Harbin, China), the Chinese Academy of Arts (Hangzhou, China), and the Central Academy of Drama (Beijing, China). The work analyzed the impact of specialized mobile applications Vox Tools: Learn to Sing and Swiftscales Vocal Trainer on…
Descriptors: Foreign Countries, Undergraduate Students, College Freshmen, College Seniors
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Yi-Ju Wu; Dorothy M. Chun – Educational Technology & Society, 2025
Although the number of studies investigating the use of immersive VR (iVR) for language learning is rapidly rising, only a few studies have examined how teachers learn to incorporate iVR into their lesson planning and how they can take advantage of the unique affordances of the medium to aid language learning. This article reports on how 50…
Descriptors: Computer Simulation, Instructional Design, Preservice Teachers, Technology Uses in Education
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Garcia, Brittany; Chun, Soo; Kicklighter, Caleb; Mai, Bin; Palma, Marco; Seo, Jinsil Hwaryoung – International Association for Development of the Information Society, 2021
Virtual reality recently expanded to collaborative and social networking environments where users interact with virtual characters (VCs) of various appearances and behaviors, often impacting the quality of experience. In this paper, we present preliminary survey results of perceptions about characteristics of VCs and a user study of a VR lecture…
Descriptors: Computer Simulation, Computer Oriented Programs, Lecture Method, Student Experience
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Rodriguez-Triana, Maria Jesus; Prieto, Luis P.; Holzer, Adrian; Gillet, Denis – IEEE Transactions on Learning Technologies, 2020
With the wide availability of mobile devices and the growing interest in social media, numerous applications have emerged to support student engagement in the classroom. There is conflicting evidence, however, on whether the engagement benefits of such applications outweigh their potential cost as a source of disaffection. To investigate these…
Descriptors: Social Media, Computer Oriented Programs, Handheld Devices, College Students
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Welbers, Kasper; Konijn, Elly A.; Burgers, Christian; de Vaate, Anna Bij; Eden, Allison; Brugman, Britta C. – E-Learning and Digital Media, 2019
In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase…
Descriptors: Foreign Countries, College Students, Educational Games, Computer Oriented Programs
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Khoo, Benjamin K. S. – International Journal of Information and Communication Technology Education, 2019
Distance education or learning has been around for a long time and with the advent of mobile devices like the smart phone, it is inevitable that mobility impacts the distance education arena. Mobile learning in this article is defined as the "mobile" state of the learner. In theory, this amplifies the flexibility of distance and online…
Descriptors: Computer Oriented Programs, Higher Education, Electronic Learning, Educational Technology
Pelletier, Kathe; Robert, Jenay; Muscanell, Nicole; McCormack, Mark; Reeves, Jamie; Arbino, Nichole; Grajek, Susan – EDUCAUSE, 2023
Artificial intelligence (AI) has taken the world by storm, with new AI-powered tools such as ChatGPT opening up new opportunities in higher education for content creation, communication, and learning, while also raising new concerns about the misuses and overreach of technology. Our shared humanity has also become a key focal point within higher…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Trends, Higher Education
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Nilsen, Anders Grov; Almås, Aslaug Grov; Gram, Helene – Designs for Learning, 2020
The purpose of this article is to describe the development and design process of an educational app for teacher training. Online teaching and learning resources are used more than ever in teacher training. However, the utilization of digital technology in higher education shows unambiguously that very little has been transformed or improved so far…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Teacher Education Programs
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Mason, John – Teaching Mathematics and Its Applications, 2015
This article draws on extensive experience working with secondary and tertiary teachers and educators using an applet to display rational polynomials (up to degree 7 in numerator and denominator), as support for the challenge to deduce as much as possible about the graph from the graphs of the numerator and the denominator. Pedagogical and design…
Descriptors: Computer Oriented Programs, Mathematical Concepts, College Mathematics, Graphs
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Oyelere, Solomon Sunday; Suhonen, Jarkko; Wajiga, Greg M.; Sutinen, Erkki – Education and Information Technologies, 2018
The study focused on the application of the design science research approach in the course of developing a mobile learning application, MobileEdu, for computing education in the Nigerian higher education context. MobileEdu facilitates the learning of computer science courses on mobile devices. The application supports ubiquitous, collaborative,…
Descriptors: Foreign Countries, Undergraduate Students, Electronic Learning, Computer Science Education
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Setiana, Henry; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
Student is often lazy when it comes to studying, and how to motivate student was one of the problem in the educational world. To overcome the matters, we will implement the gamification method into an Academic Information System. Academic Information System is a software used for providing information and arranging administration which connected…
Descriptors: Study Habits, Student Motivation, Educational Games, Handheld Devices
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Zayed, Niveen Mohammad – English Language Teaching, 2016
Students nowadays have strong passion towards the smart mobile phones with all their smart applications. The researcher believes that English language teachers can use the mobile phones, from each now and then, to increase the students' motivation. In this paper, the researcher designed a number of special activities that can be delivered to the…
Descriptors: Handheld Devices, Social Media, Computer Oriented Programs, English (Second Language)
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Luo, Tian; Murray, Alexander; Crompton, Helen – International Review of Research in Open and Distributed Learning, 2017
Online learning is increasingly being used in K-12 learning environments. A concomitant trend is found towards learning becoming "authentic" as students learn with tasks that are connected to real world occupations. In this study, 48 pre-service teachers use an online environment to engage in authentic practice as they developed online…
Descriptors: Instructional Design, Learning Activities, Preservice Teachers, Preservice Teacher Education
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Davids, Mogamat Razeen; Chikte, Usuf M. E.; Halperin, Mitchell L. – Advances in Physiology Education, 2013
Optimizing the usability of e-learning materials is necessary to maximize their potential educational impact, but this is often neglected when time and other resources are limited, leading to the release of materials that cannot deliver the desired learning outcomes. As clinician-teachers in a resource-constrained environment, we investigated…
Descriptors: Foreign Countries, Heuristics, Electronic Learning, Usability
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