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Showing 1 to 15 of 50 results Save | Export
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Nadjet Khatir; Hassiba Madani – International Journal of Educational Management, 2024
Purpose: The present study aims to analyze the impact of digital transformation on achieving outstanding performance in educational administration, improving and developing electronic services and facilitating beneficiaries' access to services. Design/methodology/approach: This study applied descriptive/analytical quantitative and qualitative…
Descriptors: Educational Administration, Educational Technology, Technology Uses in Education, Educational Change
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Amra Kapo; Lena Djordjevic Milutinovic; Lazar Rakovic; Slobodan Maric – Education and Information Technologies, 2024
As a result of the pandemic, but also of the rapid advancement of technology in general, e-learning has emerged as a popular method of education, providing students with flexibility and accessibility. Understanding the factors that influence students' levels of learning and accomplishment in this digital learning environment is therefore critical…
Descriptors: Educational Technology, Electronic Learning, Student Motivation, Incentives
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Clinton-Lisell, Virginia – Educational Psychology, 2022
Both medium (paper or screens) and interest have been noted as important factors in learning from reading text, but connections between them have not been examined. The purposes of this study are to examine whether reading medium and interest, both individual and situational, interact to predict performance on a reading assessment and whether…
Descriptors: Electronic Publishing, Books, Reading Interests, Performance
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Udeozor, Chioma; Russo Abegão, Fernando; Glassey, Jarka – Journal of Educational Computing Research, 2022
The growing interest in the use of digital games for education resulted in the expansion of the field of game-based learning. There have been several research on the perceptions and attitudes of students towards the use of games for learning. These studies have tried to understand what students make of the use of digital games for learning, as it…
Descriptors: Game Based Learning, Computer Games, Engineering Education, Student Attitudes
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Rets, Irina; Herodotou, Christothea; Bayer, Vaclav; Hlosta, Martin; Rienties, Bart – International Journal of Educational Technology in Higher Education, 2021
Learning analytics dashboards (LADs) can provide learners with insights about their study progress through visualisations of the learner and learning data. Despite their potential usefulness to support learning, very few studies on LADs have considered learners' needs and have engaged learners in the process of design and evaluation. Aligning with…
Descriptors: Learning Analytics, Educational Technology, Usability, College Students
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Polak, Julia; Cook, Dianne – Journal of Statistics and Data Science Education, 2021
Kaggle is a data modeling competition service, where participants compete to build a model with lower predictive error than other participants. Several years ago they released a simplified service that is ideal for instructors to run competitions in a classroom setting. This article describes the results of an experiment to determine if…
Descriptors: Artificial Intelligence, Data Analysis, Models, Competition
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Scur, Gabriela; Alliprandini, Dario H.; Chinaglia, Eliane F.; Santos, Roberto Baginski Batista – Higher Education, Skills and Work-based Learning, 2023
Purpose: The paper investigates the learning practices carried out by Higher Education Institutions (HEIs) in the transition from strictly face-to-face to remote teaching in response to the coronavirus disease 2019 (COVID-19) pandemic. It also analyses how these practices could be used as a baseline to support new perspectives on learning in the…
Descriptors: Foreign Countries, Readiness, Educational Technology, Technology Integration
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McHugh, Douglas; Feinn, Richard; McIlvenna, Jeff; Trevithick, Matt – Education Sciences, 2021
Learner-centered coaching and feedback are relevant to various educational contexts. Spaced retrieval enhances long-term knowledge retention. We examined the efficacy of Blank Slate, a novel spaced retrieval software application, to promote learning and prevent forgetting, while gathering and analyzing data in the background about learners'…
Descriptors: Randomized Controlled Trials, Learning Analytics, Coaching (Performance), Formative Evaluation
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Tärning, Betty; Silvervarg, Annika; Gulz, Agneta; Haake, Magnus – International Journal of Artificial Intelligence in Education, 2019
This study examines the effects of teachable agents' expressed self-efficacy on students. A total of 166 students, 10- to 11-years-old, used a teachable agent-based math game focusing on the base-ten number system. By means of data logging and questionnaires, the study compared the effects of high vs. low agent self-efficacy on the students'…
Descriptors: Self Efficacy, Elementary School Students, Intelligent Tutoring Systems, Mathematics Instruction
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Sangkawetai, Cheeraporn; Neanchaleay, Jariya; Koul, Ravinder; Murphy, Elizabeth – Technology, Knowledge and Learning, 2020
The goal of this study is to identify the relationship between K-12 teachers' self-efficacy beliefs, classroom goal structure and use of instructional strategies. The study also aims to determine if there is variance in the relationship between these constructs for primary versus secondary school teachers. Data collection involved completion of a…
Descriptors: Elementary School Teachers, Secondary School Teachers, Self Efficacy, Teaching Methods
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Onaolapo, Sodiq; Oyewole, Olawale – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2018
Aim/Purpose: This study examines the influence of Performance Expectancy (PE), Effort Expectancy (EE), and Facilitating Conditions (FC) on the use of smart phones for mobile learning by postgraduate students in University of Ibadan, Nigeria. Background: Due to the low level of mobile learning adoption by students in Nigeria, three base constructs…
Descriptors: Foreign Countries, Performance, Expectation, Telecommunications
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Eseryel, U. Yeliz; Jiang, Dan; Eseryel, Deniz – Journal of Information Technology Education: Innovations in Practice, 2021
Aim/Purpose: This paper investigates the influence of university student multitasking on their learning success, defined as students' learning satisfaction and performance. Background: Most research on student multitasking finds student multitasking problematic. However, this research is generally from 2010. Yet, today's students are known to be…
Descriptors: Time Management, Executive Function, Success, Student Satisfaction
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Flores, Serena; Walters, Nicole McZeal; Kiekel, Jean – Online Journal of Distance Learning Administration, 2018
The purpose of this qualitative study was to examine holistic perceptions of teachers in a virtual high school who deliver secondary instruction using an online format. The demand for equitable learning spaces to support both teachers and students have led to the increased demand of virtual schools. The questionnaire administered to eight online…
Descriptors: Holistic Approach, Virtual Classrooms, High Schools, Qualitative Research
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Afacan, Yasemin – Journal of Information Technology Education: Research, 2018
Aim/Purpose: This study investigates, through structural equation modeling, the direct and indirect effects of blended learning on overall course satisfaction and student performance in interior architecture. Background: For critical education contexts, it is important to analyze student satisfaction with blended learning as well as its effects on…
Descriptors: Blended Learning, Student Satisfaction, Undergraduate Students, Architecture
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Sturm, Elizabeth; Quaynor, Laura – Research in Social Sciences and Technology, 2020
Teachers and other professionals increasingly utilize Twitter as a medium for professional expression and professional learning. These types of Twitter exchanges often take place in formal chats which are moderated by professional organizations or other knowledge brokers in the field. As moderated public online forums become more common, educators…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Media
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