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Julia VanderMolen; Kim Howard – Journal of Health Education Teaching, 2024
Purpose: This project explains how students in a graduate-level health literacy and advocacy course can benefit from the design and development of a digital literacy data visualization. Additionally, this study seeks to look into the perceived worth of developing a lesson on digital literacy, health literacy, and data visualization to assist…
Descriptors: Graduate Students, Health Education, Digital Literacy, Multiple Literacies
Hébert, Cristyne; Thumlert, Kurt; Jenson, Jennifer – Journal of Research on Technology in Education, 2022
In this article, we present findings of a research study centered around a 10-week digital production workshop developed specifically for families in an urban school board, a population rich with culturally diverse immigrant families and English language learners (ELLs). The aim of this research was to support parents/guardians in an urban…
Descriptors: Intergenerational Programs, Workshops, Immigrants, English Language Learners
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
Hanwen Dong; Maggie Albro – Issues in Science and Technology Librarianship, 2025
This pilot study explores how agricultural sciences faculty utilize Digital Learning Objects (DLOs) in their courses and collaborate with librarians to improve students' information literacy skills. The researchers conducted in-depth interviews with 14 agricultural sciences faculty members at two land-grant institutions in the United States. The…
Descriptors: College Faculty, Agricultural Education, Librarian Teacher Cooperation, Resource Units
Okoye, Kingsley; Hussein, Haruna; Arrona-Palacios, Arturo; Quintero, Héctor Nahún; Ortega, Luis Omar Peña; Sanchez, Angela Lopez; Ortiz, Elena Arias; Escamilla, Jose; Hosseini, Samira – Education and Information Technologies, 2023
Digital technology and literacy can heighten the transformation of teaching and learning in higher education institutions (HEIs). This study uncovers the extent to which "digital technologies" have been used to advance the teaching and learning process in HEIs, and the barriers and bottlenecks to why it may not have been effectively…
Descriptors: Educational Technology, Technology Uses in Education, Digital Literacy, Higher Education
McCarron, Elizabeth; Frydenberg, Mark – Information Systems Education Journal, 2023
Students today are often assumed to be digitally literate and prepared for college, but that is not always the case. Introductory technology courses at the college level provide students with the technology and digital skills necessary for them to succeed in college. This study, conducted at a small New England "business school" that…
Descriptors: College Freshmen, Technological Literacy, Educational Technology, Business Schools
Fokides, Emmanuel; Kapetangiorgi, Despoina-Melina – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The goal of the study was to investigate whether the COVID-19 pandemic and its effects on the educational process also affected the views, attitudes, and intentions of educators regarding the use of computers and their applications both for professional and personal purposes. Background: A model was developed and tested that included…
Descriptors: COVID-19, Pandemics, Self Efficacy, Gender Differences
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Efendioglu, Akin – Educational Technology Research and Development, 2018
The main purpose of the study is to develop a "Facebook Effect Scale on Teacher Quality" (FESTQ) based on the pedagogical content knowledge, technological pedagogical content knowledge and lifelong learning frameworks. Study participants comprised 556 teachers. Explanatory factor analysis and confirmatory factor analysis were conducted…
Descriptors: Social Media, Teacher Effectiveness, Pedagogical Content Knowledge, Technological Literacy
Ulusoy, Mustafa – International Journal of Progressive Education, 2020
The goals of this formative experiment were to help pre-service teachers (PSTs) create children's literature-related original digital stories (DSs) and use these DSs to receive elementary school students' and in-service teachers' reflections. In this study, the Technological Pedagogical Content Knowledge (TPACK) framework was used. In total, 71…
Descriptors: Preservice Teachers, Elementary School Students, Elementary School Teachers, Childrens Literature
Qin, Li; Hsu, Jeffrey; Stern, Mel – Journal of Education for Business, 2016
With the proliferation of cloud computing for both organizational and educational use, cloud-based collaboration services are transforming how people work in teams. The authors investigated the determinants of the usage of cloud-based collaboration services including teamwork quality, computer self-efficacy, and prior experience, as well as its…
Descriptors: Teamwork, Computer Uses in Education, Undergraduate Students, Self Efficacy
Peng, Jacob; Abdullah, Ira – Accounting Education, 2018
The emphases of student involvement and meaningful engagement in the learner-centered education model have created a new paradigm in an effort to generate a more engaging learning environment. This study examines the success of using different simulation platforms in creating a market simulation to teach business processes in the accounting…
Descriptors: Business Administration Education, Simulation, Computer Uses in Education, Accounting
Villalba, M. Teresa; Castilla, Guillermo; Redondo-Duarte, Sara – Journal of Information Technology Education: Research, 2018
Aim/Purpose: The aim of this work is to explore which factors impact on the adoption of the flipped classroom in vocational education to pave the way for the schools which want to apply this model. Background: Although various experiences in the use of the flipped classroom have been reported in recent years in the literature, fewer efforts have…
Descriptors: Adoption (Ideas), Models, Blended Learning, Educational Technology
Giannoukos, Georgios; Besas, Georgios; Hioctour, Vasilios; Georgas, Thomas – Educational Research and Reviews, 2016
This paper discusses how knowledge of computers can affect our daily personal life as well as in the workplace in Greece. Our research is concerned with how useful the knowledge of computers is in the everyday life and work of adults and attempts to investigate the interest of adults for learning computer programmes and different subjects via…
Descriptors: Adult Education, Computer Uses in Education, Teaching Methods, Educational Technology
Morrison, Jennifer R.; Risman, K. L.; Ross, Steven M.; Latham, Gavin; Reid, Alan J.; Cook, Michael – Center for Research and Reform in Education, 2019
The purpose of the present study was to gather formative and summative data related to the FCPSOn initiative during its third year of implementation in the 2018-19 school year within Fairfax County Public Schools (FCPS). The present study documents program implementation in 15 Phase One schools and stakeholder feedback for future FCPSOn schools.…
Descriptors: Program Implementation, Laptop Computers, Access to Computers, Computer Uses in Education