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Showing 1 to 15 of 64 results Save | Export
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Xiaoyi Li; Yongbin Hu; Xianmin Yang; Xinyu Bi; Jinying Zhang; Pengrui Tao – Education and Information Technologies, 2025
Virtual reality (VR) has become a promising tool for enhancing social skills in special education, K-12 education, and post-secondary education. However, there is a lack of comprehensive meta-analyses examining the effectiveness of VR social skills training and the factors that moderate its efficacy. In this study, a meta-analysis approach was…
Descriptors: Computer Simulation, Interpersonal Competence, Instructional Effectiveness, Technology Uses in Education
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Yoseph Gebrehiwot Tedla; Hsiu-Ling Chen – Education and Information Technologies, 2025
Critical thinking (CT) is among the core abilities students need to acquire to overcome the unprecedented and ever-changing challenges of the 21st century and beyond. To facilitate the attainment of CT, numerous researchers worldwide have conducted empirical studies focusing on leveraging computer-supported collaborative learning (CSCL) to improve…
Descriptors: Computer Mediated Communication, Cooperative Learning, Critical Thinking, Teaching Methods
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Sarika Kewalramani; Kelly-Ann Allen; Erin Leif; Andrea Ng – Journal of Autism and Developmental Disorders, 2024
This scoping review synthesises the current research into robotics technologies for promoting social-emotional learning in children with autism spectrum disorder. It examines the types of robotics technologies employed, their applications, and the gaps in the existing literature. Our scoping review adhered to the Preferred Reporting Items for…
Descriptors: Robotics, Social Emotional Learning, Autism Spectrum Disorders, Children
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Yingjie Liu; Qinglong Zhan; Wenping Zhao – Interactive Learning Environments, 2024
This paper presents a systematic review of the application models, affects, and performance outcomes of VR/AR in vocational education. The analysis is based on journal articles retrieved from renowned databases such as Web of Science, Scopus, and EBSCO, spanning from January 2000 to January 2022. It highlights the pedagogical value of VR/AR in…
Descriptors: Computer Simulation, Artificial Intelligence, Vocational Education, Technology Uses in Education
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Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
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Nikki Aitcheson-Huehn; Adam W. Kiefer – Journal of Motor Learning and Development, 2025
Mobile eye tracking technology enables the objective evaluation of what, when, and how athletes use visual information from the environment to control action in service of skilled performance. This review highlights the strengths, weaknesses, opportunities, and threats (SWOT) to consider before adopting this technology to evaluate visual-motor…
Descriptors: Athletes, Eye Movements, Technology Uses in Education, Visual Stimuli
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Wenjuan Ma; Wenjing Ma; Yongbin Hu; Xinyu Bi – Education and Information Technologies, 2025
The integration of technology in higher education is constantly evolving, and the recent emergence of generative artificial intelligence (AI), particularly AI-based chatbots, presents both opportunities and challenges. This rapid advancement raises crucial questions about the effective and appropriate implementation of these tools in learning and…
Descriptors: Literature Reviews, Higher Education, Technology Uses in Education, Educational Technology
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Peidi Gu; Fang Xu; Lingwei Chen; Zijie Ma; Madian Zhang; Yi Zhang – Education and Information Technologies, 2025
Conversational skills, which are essential for effective social interactions and typically pose difficulties for individuals with autism spectrum disorder (ASD), include abilities such as initiating topics, engaging in back-and-forth dialog, and responding to conversational cues. Chatbots have been used in mental health fields, and the development…
Descriptors: Technology Uses in Education, Artificial Intelligence, Interpersonal Communication, Communication Skills
Bünyamin Ispir; Ali Yildiz – Online Submission, 2023
The purpose of this study is to analyze the findings of studies on digital storytelling in the field of classroom education in Turkey using the systematic review method and determine the type of distribution that exists. The study analyzed 36 scientific publications made until the end of 2021. ERIC, Web of Science, Ulakbim, Google Scholar and…
Descriptors: Foreign Countries, Story Telling, Educational Technology, Technology Uses in Education
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Chuanwen Yang; Jinying Zhang; Yongbin Hu; Xianmin Yang; Meitan Chen; Mengyue Shan; Li Li – International Journal of STEM Education, 2024
Virtual reality (VR) has emerged as a promising tool for enhancing practical skills of students in science and engineering education. However, the effectiveness of VR in this context remains unclear due to inconsistent findings across studies. This meta-analysis aimed to synthesize the existing literature and investigate the overall impact of VR…
Descriptors: Computer Simulation, Technology Uses in Education, Skill Development, Science Process Skills
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Alexander B. Samuels; Upasana Singh – Transformation in Higher Education, 2025
The Fourth Industrial Revolution (4IR) is transforming global education, posing significant challenges and opportunities for higher education in South Africa. This revolution is driving a shift in teaching methodologies, curriculum design, and the integration of advanced technologies. This study systematically investigates how South Africa's…
Descriptors: Foreign Countries, Higher Education, Educational Change, Social Change
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Iyolita Islam; Muhammad Nazrul Islam – Discover Education, 2024
The Artificial Intelligence (AI) natural language model ChatGPT (Chat Generative Pre-trained Transformer), often referred to as ChatGPT-4, has a wide range of possible uses in the fields of research, business, academia, health, and similar fields. This language model can accomplish a number of academic jobs that were previously completed by…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Higher Education
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Samantha Burns; Elaine Hoan; Scott Hreno; Esther Yu; Leah Brathwaite; Joel P. Wiebe; Linda A. White; Elizabeth Dhuey; Michal Perlman – Educational Review, 2024
Early educational settings such as early childhood education and care and kindergarten (i.e. formal schooling) are important contexts to foster children's peer collaboration, an important skill for the twenty-first century. The prevalence of technology in early educational settings has continued to increase rapidly in ways that can support the…
Descriptors: Educational Technology, Technology Uses in Education, Early Childhood Education, Cooperative Learning
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Theodosios Sapounidis; Sophia Rapti; Julie Vaiopoulou – Journal of Science Education and Technology, 2025
Communication, collaboration, critical thinking, and creativity are regarded as core skills of the twenty-first century required to succeed in life and working frameworks. Meanwhile, new technologies have entered educational settings to facilitate children's development of competencies. During the last decade, several studies have been conducted…
Descriptors: Robotics, Creative Thinking, Critical Thinking, Kindergarten
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Alahmari, Muteeb; Jdaitawi, Malek Turki; Rasheed, Abeer; Abduljawad, Rania; Hussein, Elham; Alzahrani, Mohammad; Awad, Noha – Contemporary Educational Technology, 2023
Digital technology development has led to the creation of various learning options in the science education field. Technology such as gamification has been used in several science areas, uncovering diverse benefits regarding its usage. However, more research is needed to understand how gamification enhances students learning in science fields.…
Descriptors: Educational Research, Trend Analysis, Gamification, Science Education
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