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Showing 1 to 15 of 64 results Save | Export
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Huihua He; Wenwei Luo; Ying Gong; Ilene R. Berson; Michael J. Berson – Early Education and Development, 2024
"Research Findings:" This study examined the financial literacy of 5 and 6-year-old children in Shanghai, including their understanding of financial concepts and their preference for and ability to use digital payment methods. Using a mixed-methods research design, a sample of children ranging in age from 62 to 73 months completed…
Descriptors: Financial Literacy, Foreign Countries, Young Children, Computer Use
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Jing Li – Interactive Learning Environments, 2024
The development of new approaches to digital art is based on improving a variety of technologies. The main goal of this paper is to identify the gamification of digital art through the promotion of speculative design and interactive experiences. To achieve this goal, theoretical and practical methods were used in the research. A survey determined…
Descriptors: Art, Gamification, Computer Use, Technology
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Ayse Gokcen; Özge Özel; Fatma Çalisandemir – International Journal of Psychology and Educational Studies, 2024
The purpose of this study is to investigate the activities that children engage in with technology. In this direction, preschool children's ownership of technological devices, which devices they own and what they do with these devices were examined. This study was designed as qualitative research. The study group consisted of 34 preschool children…
Descriptors: Preschool Children, Technology, Handheld Devices, Computer Use
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Stacy Boyer-Davis; Kevin Berry; Amy Cooper – International Journal for Business Education, 2023
This research study investigated the relationship between technostress creators (techno-complexity, techno-insecurity, techno-invasion, techno-overload, and techno-uncertainty) and faculty perceptions of student cheating in online classes. Data were collected from faculty members of the Management and Organizational Behavior Teaching Society…
Descriptors: College Faculty, Business Education, Computer Use, Technology
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Wright, Michelle F.; Wachs, Sebastian – Youth & Society, 2023
The purpose of the present study was to investigate the moderating effect of technology use for friendship maintenance in the associations between self-isolation during the COVID-19 pandemic and friendship quality, measured 6 months later (Time 2). Participants were 1,567 seventh and eighth graders (51% female; 51% white; M[subscript age] = 13.47)…
Descriptors: Adolescents, Grade 8, Grade 7, Friendship
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Konca, Ahmet Sami; Baltaci, Onder; Akbulut, Omer Faruk – International Journal of Assessment Tools in Education, 2022
This study aimed to develop a measurement tool to identify preschool children's problematic technology use levels and contribute to Turkish literature. The study group included in the exploratory factor analysis was composed of 357 voluntary children in the preschool period. The study group included in the confirmatory factor analysis, proximal…
Descriptors: Addictive Behavior, Computer Use, Technology, Test Construction
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Bogiannidis, Nikolaos; Southcott, Jane; Gindidis, Maria – Smart Learning Environments, 2023
In developed countries, digital technologies are disrupting every facet of students' lives. It is no longer an option to turn off devices and disconnect from the outside world at the school gate. Educators are struggling with the number of technologies being introduced and how to safely and effectively integrate these tools in classrooms that have…
Descriptors: Foreign Countries, Preadolescents, Adolescents, Technology
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Nenad Pavel – Design and Technology Education, 2023
Learning in makerspaces is free from curriculum and evaluation and is believed to yield practical, self-driven and solution-oriented learners. This study explores how makerspace pedagogy can be emulated in formal higher education settings to support this kind of learning. Action research was used to cultivate and review this pedagogical approach…
Descriptors: Machine Tools, Design Crafts, Visual Arts, Computer Peripherals
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Emre Eçier; Serkan Izmirli – Journal of Educational Technology and Online Learning, 2024
The primary aim of this research is to assess the digital fluency levels of high school students and to investigate how digital fluency varies according to different variables. The study employed a descriptive research design using survey methodology. A total of 698 students from various high schools in Çanakkale province, Türkiye, representing…
Descriptors: High School Students, Foreign Countries, Gender Differences, Grade Level Differences
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Wondwesen Tafesse; Mary Precy Aguilar; Sabaa Sayed; Urwa Tariq – SAGE Open, 2024
As avid users, university students find themselves immersed in the deluge of content being created and shared on digital platforms, which makes digital overload a significant concern. The present study examines the effects of digital overload on university students' psychological well-being and how the use of coping mechanisms might help to…
Descriptors: Coping, Learner Engagement, Technology, Stress Variables
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Ertan Altinsoy; Serkan Boyraz – Brock Education: A Journal of Educational Research and Practice, 2024
This paper examines secondary school students' perceptions of moral values in the digital environments (MVDE) and digital literacy (DL). The study used a quantitative methodology and correlational survey design encompassing 250 participants. Results show that participants' perceptions of DL are mostly high, while their perceptions of MVDE are…
Descriptors: Digital Literacy, Moral Values, Secondary School Students, Student Attitudes
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Federico De Lorenzis; Alessandro Visconti; Simone Restivo; Francesca Mazzini; Serena Esposito; Silvia Fraterrigo Garofalo; Luca Marmo; Debora Fino; Fabrizio Lamberti – Smart Learning Environments, 2024
The use of Virtual Reality (VR) in education is getting more and more common, especially when hands-on learning experiences have to be delivered. With VR it becomes possible, e.g., to simulate dangerous or costly procedures that could hardly be implemented in real settings. However, engaging large classes in immersive laboratory activities may be…
Descriptors: Computer Simulation, Cooperative Learning, Chemistry, Science Education
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Qing Yu; Bao-min Li; Qi-yun Wang – Interactive Learning Environments, 2024
In recent years, 3D holographic technology (3DHT) has attracted more and more attention from the field of education, bringing new opportunities to reform the delivery of instruction and learning. Whether the application of 3D holographic technology can effectively improve student learning performance has become a pendent issue. In this study, a…
Descriptors: Visual Aids, Technology, Learning Processes, Meta Analysis
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Renan Seker; Tezcan Kartal; Adem Tasdemir; Ibrahim Serdar Kiziltepe – Journal of Education in Science, Environment and Health, 2023
Technology may lead to many new problems, especially for students at high school level. The ease of using and accessing technology increases the risk of the younger pupils' addiction to technology. Problematic uses of technology, especially among high school students, include internet use, instant messaging, online gaming, social networking and…
Descriptors: High School Students, Technology, Addictive Behavior, Internet
Millar, Roberto J.; Sahoo, Shalini; Yamashita, Takashi; Cummins, Phyllis A. – Grantee Submission, 2019
Problem-solving skills in the context of technologically complex modern societies have become increasingly important to health management in later life. This study is designed to investigate the associations between problem-solving skills in technology-rich environment (PSTRE) and health, and to explore whether age-differences exist. Using the…
Descriptors: Problem Solving, Adults, Age Differences, Lifelong Learning
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