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Fu, Eugene Yujun; Ngai, Grace; Leong, Hong Va; Chan, Stephen C. F.; Shek, Daniel T. L. – Education and Information Technologies, 2023
As a high-impact educational practice, service-learning has demonstrated success in positively influencing students' overall development, and much work has been done on investigating student learning outcomes from service-learning. A particular direction is to model students' learning outcomes in the context of their learning experience, i.e., the…
Descriptors: Service Learning, Prediction, Outcomes of Education, Artificial Intelligence
Hajar Majjate; Youssra Bellarhmouch; Adil Jeghal; Ali Yahyaouy; Hamid Tairi; Khalid Alaoui Zidani – Education and Information Technologies, 2025
In recent times, there has been a growing interest in enhancing recommendation systems for e-learning platforms to deliver a personalised learning experience that meets each learner's distinct requirements and preferences. Nevertheless, it is crucial to recognise the ethical considerations surrounding this technology, as it heavily relies on…
Descriptors: Ethics, Artificial Intelligence, Technology Uses in Education, Student Attitudes
Jichao Xue; Jiaxin Liu; Qingshu Yuan; Zhengwei Yao; Jin Xu; Zhigeng Pan – Education and Information Technologies, 2025
To optimize learning experience and improve learning performance, current virtual experimental systems usually assist students with stepwise guidance before operations and feedback after them. However, stepwise and excessive guidance can lead to student overreliance, while late feedback cannot avoid potential errors during experimental learning.…
Descriptors: College Students, Chemistry, Science Instruction, Science Experiments
Yang, Jiumin; Zhu, Fangfang; Jiang, Yirui; Pi, Zhongling – Education and Information Technologies, 2023
Evidence regarding the benefits of an instructor's deictic gestures in video lectures on adults' learning may not necessarily be reflective of their effect on children's learning. Furthermore, there is a lack evidence regarding how deictic gestures specifically affect learners' learning process. Based in cognitive load theory, with consideration…
Descriptors: Comparative Analysis, Video Technology, Children, Nonverbal Communication
Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
Cockerham, Deborah; Lin, Lin; Ndolo, Sharon; Schwartz, Marc – Education and Information Technologies, 2021
Health and safety concerns during the COVID-19 pandemic required many face-to-face United States schools to suddenly shut their doors, moving classes to virtual learning environments. Amidst concerns of technology overuse, adolescents across the country saw dramatic increases in both personal screen time use and social isolation as they learned to…
Descriptors: Student Attitudes, Online Courses, Well Being, COVID-19
Alasmari, Talal; Zhang, Ke – Education and Information Technologies, 2019
This article reports a two-phase study with (1) an extended framework on mobile learning technology acceptance, and (2) a mixed-method research investigating college students on the use and embracement of mobile learning technology acceptance in Saudi Arabia. The research extended the Unified Theory of Acceptance and Use of Technology (UTAUT)…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Teaching Methods
Morales, Lucía; Soler-Domínguez, Amparo; Tarkovska, Valentina – Education and Information Technologies, 2016
Students' work in ePortfolios was assessed through a case study supported by observation techniques and eQuestionnaires to gather data from a sample of eighty students over a period of 4 years (20 students per academic year). The main purpose of the study was to explore whether ePortfolios can be used efficiently to support the learning process of…
Descriptors: Portfolios (Background Materials), Electronic Publishing, Business Administration Education, Case Studies
Almeida, Fernando; Bolaert, Hiram; Dowdall, Shane; Lourenço, Justino; Milczarski, Piotr – Education and Information Technologies, 2015
Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Learning Processes