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Faezeh Shabanali Fami; Ali Akbar Arjmandnia; Hadi Moradi; Sharmin Esmaeili Anvar – Education and Information Technologies, 2024
Prior studies have shown the efficacy of computer-based cognitive training programs in improving cognitive and academic functions in children diagnosed with a specific learning disorder (SLD). However, these studies often focused on center-based approaches without considering the involvement of parents or the inclusion of home-based tasks in…
Descriptors: Learning Disabilities, Cognitive Ability, Academic Ability, Intervention
Changqin Huang; Yaxin Tu; Tao He; Zhongmei Han; Xuemei Wu – European Journal of Psychology of Education, 2024
Students always suffer from burnout during online learning. Although social support and cognitive engagement are associated with learning burnout, limited information is available on whether and how these relationships change over time in an online learning setting. This study investigated the longitudinal relationships between social support,…
Descriptors: Electronic Learning, Burnout, Learner Engagement, Cognitive Ability
Mette Alma Kjaersholm Boie; Christian Dalsgaard; Francesco Caviglia – British Journal of Educational Technology, 2024
The paper introduces the student-coined term "digital instinct" which describes students' disposition to resorting to digital technology for solving problems and doing school assignments. Taking cues from the term "digital instinct," the paper describes a student perspective on digital literacy emerging from 100 lived…
Descriptors: Digital Literacy, Secondary School Students, Technology Uses in Education, Cognitive Ability
Dawar, Deepak – Information Systems Education Journal, 2022
Learning computer programming is a challenging task for most beginners. Demotivation and learned helplessness are pretty common. A novel instructional technique that leverages the value-expectancy motivational model of student learning was conceptualized by the author to counter the lack of motivation in the introductory class. The result was a…
Descriptors: Teaching Methods, Introductory Courses, Computer Science Education, Assignments
Alhebshi, Amal Abdullah; Gamlo, Nada – Arab World English Journal, 2022
Mastering vocabulary can be a challenge as a great deal of information is delivered in intensive English courses. This study investigates the effects of mobile games on EFL students' vocabulary acquisition via the "Quizizz" application. A total of 56 female foundation year students from a Saudi Arabian university participated in this…
Descriptors: Computer Games, Computer Assisted Instruction, Intensive Language Courses, Second Language Learning
Vasilopoulos, Ioannis V.; van Schaik, Paul – Journal of Educational Computing Research, 2019
This article discusses the design and implementation of a new programming tool for Greek novices as a means to improve introductory programing instruction in Greece. We implemented Koios, a new highly interactive and visual programming tool for Greek novices, based on the body of research in the field of psychology of programming. The main…
Descriptors: Novices, Programming, Computer Software, Introductory Courses
Ortiz, Enrique; Eisenreich, Heidi A.; Tapp, Laura E. K. – International Journal for Mathematics Teaching and Learning, 2019
The goal of this study is to analyze undergraduate elementary school pre-service teachers' conceptions and misconceptions of physical and virtual manipulative materials using an interpretive "framework." The "framework" involved the use of the "Concrete," "Pictorial" and "Abstract cognitive levels"…
Descriptors: Mathematics Instruction, Teaching Methods, Manipulative Materials, Undergraduate Study
Nurul Ashikin Izhar; Wendy Ven Ye Teh; Anita Adnan – Journal of Information Technology Education: Innovations in Practice, 2025
Aim/Purpose: This study investigates the key factors influencing the adoption and use of artificial intelligence (AI) applications among researchers, focusing on effort expectancy, satisfaction, perceived ease of use, and perceived usefulness, which shaped attitudes and drove AI adoption as a research assistant. Background: AI tools have rapidly…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Technology Integration
Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
Olszewski, Arnold; Smith, Erika; Franklin, Amber D. – Language, Speech, and Hearing Services in Schools, 2022
Purpose: Thousands of technological applications (apps) have emerged in the past decade, yet few studies have examined how apps are used by speech-language pathologists (SLPs), their effectiveness, and SLPs' feelings regarding their use. This study explored how SLPs use apps and their feelings regarding their use in schools, as well as…
Descriptors: Speech Language Pathology, Allied Health Personnel, Counselor Attitudes, Psychological Patterns
Akcaoglu, Mete; Green, Lucy Santos – Educational Technology Research and Development, 2019
In this mixed-methods study, we examined if students benefitted from a game design course offered during an enrichment hour in terms of gains in their system analysis and design skills. Students at a rural middle school in Southeast US (n = 19) attended a 1-hour game design course offered weekly during an academic enrichment class period, for the…
Descriptors: Systems Approach, Computer Games, Design, Rural Schools
Reed, Hope C. – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: The purpose of this study was to investigate e-learning fatigue; the cognitive, educational, and emotional impacts on university students; and attitudes toward different course delivery modes after more than a year of COVID-19--mandated distance education in the United States. Method: A survey consisting of 25 Likert items was conducted…
Descriptors: Electronic Learning, Fatigue (Biology), Communication Disorders, COVID-19
Yiran Wen; Jian Li; Hongkang Xu; Hanwen Hu – Language Learning & Technology, 2023
The problem of cognitive overload is particularly pertinent in multimedia L2 classroom corrective feedback (CF), which involves rich communicative tools to help the class to notice the mismatch between the target input and learners' pronunciation. Based on multimedia design principles, this study developed a new multimodal CF model through…
Descriptors: Error Correction, Videoconferencing, Second Language Learning, Second Language Instruction
Nussli, Natalie; Oh, Kevin – International Journal of Virtual and Personal Learning Environments, 2018
This article focuses on developing guidelines for the effective facilitation of avatar-based group discussions. This qualitative inquiry is guided by an investigation of (1) social affordances of avatar-based discussions, with an emphasis on social and physical presence, (2) strategies to help establish rapport with other avatars, and (3) the…
Descriptors: Guidelines, Computer Simulation, Synchronous Communication, Computer Mediated Communication
Orr, Edna – Early Child Development and Care, 2020
The current study's objective was to examine the link between cognitive stimulation at home and children's task persistence. A sample of 60 children and parents with equal numbers selected from low- and high-income families were recruited to gather information about the level of cognitive stimulation in their home by using a checklist-like tool…
Descriptors: Persistence, Family Environment, Family Income, Socioeconomic Status
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