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Mohd Kamal Othman; Rahimah Mat; Norehan Zulkiply – Education and Information Technologies, 2025
This research addresses the critical need for robust usability evaluation tools in Wearable Virtual Reality Educational Applications. We developed a comprehensive set of Wearable Virtual Reality Educational Applications usability heuristics through a multi-stage process. Initial heuristics were established through a literature review. Validation…
Descriptors: Assistive Technology, Computer Simulation, Technology Uses in Education, Usability
Benmesbah, Ouissem; Lamia, Mahnane; Hafidi, Mohamed – Education and Information Technologies, 2021
Recently, the field of adaptive learning has significantly attracted researchers' interest. Learning path adaptation problem (LPA) is one of the most challenging problems within this field. It is also a well-known combinatorial optimization problem, its main target is the knowledge resources sequencing offered to a specific learner with a specific…
Descriptors: Learning Processes, Mathematics, Problem Solving, Heuristics
Agrawal, Aastha; Agarwal, Anjali; Bansal, Priti – Education and Information Technologies, 2021
Education is one of the most vital sectors of any nation's development. Site selection for Education Centers (EC) like schools, colleges, and coaching centers can be a very complex process. Various parameters like population, literacy rate, property cost, etc. have to be considered while selecting a site. Though deterministic approaches employed…
Descriptors: Site Selection, Education Service Centers, Mathematics, Heuristics
Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
Using GPT and Authentic Contextual Recognition to Generate Math Word Problems with Difficulty Levels
Wu-Yuin Hwang; Ika Qutsiati Utami – Education and Information Technologies, 2024
Automatic generation of math word problems (MWPs) is a challenging task in Natural Language Processing (NLP), particularly connecting it to real-life problems because it can benefit students in developing a higher level of mathematical thinking. However, most of the MWPs are presented within a scholastic setting in a decontextualized way. This…
Descriptors: Artificial Intelligence, Technology Uses in Education, Mathematics Education, Word Problems (Mathematics)
Zhang, Wei; Zeng, Xinyao; Wang, Jihan; Ming, Daoyang; Li, Panpan – Education and Information Technologies, 2022
Programming skills (PS) are indispensable abilities in the information age, but the current research on PS cultivation mainly focuses on the teaching methods and lacks the analysis of program features to explore the differences in learners' PS and guide programming learning. Therefore, the purpose of this study aims to explore horizontal…
Descriptors: Programming, Skill Development, Information Retrieval, Data Processing
Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs