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Showing 1 to 15 of 27 results Save | Export
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Xia Zhang; Kingsley Obiajulu Umeanowai – Education and Information Technologies, 2025
This comprehensive bibliometric analysis examines the dynamic impact and influence of artificial intelligence (AI) within the domain of English as a Foreign Language (EFL) from 2013 to 2023. By analysing 3,300 documents from the Web of Science database, the study reveals a positive trend in AI integration, with notable growth attributed to various…
Descriptors: Artificial Intelligence, Technology Uses in Education, Second Language Learning, Second Language Instruction
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Xiying Li; Huixin Chai; Wanru Cao; Xin Zhao; Zhongling Pi – Education and Information Technologies, 2025
With the increase in life expectancy and the rapid advancement of digital technology, older adults often face challenges where formal learning opportunities are scarce. Consequently, they are compelled to rely on instructional videos for continuous learning. However, many older adults struggle with low self-efficacy and motivation. Although…
Descriptors: Instructional Design, Video Technology, Instructional Films, Older Adults
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Yu-Teng Jang; I-Ting Chiang – Education and Information Technologies, 2024
The study aims to probe the roles of learning desire and persistence in influencing Gen Z learners' continuance intention of using YouTube for learning in digital learning context. Building upon prior research, a research framework with 10 hypotheses was proposed and empirically tested by using Partial Least Squares Structure Equation Modelling…
Descriptors: Age Groups, Learning Management Systems, Teaching Methods, Academic Persistence
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Lung-Chun Chang; Hon-Ren Lin; Jian-Wei Lin – Education and Information Technologies, 2024
Many students want to enroll in programming courses but fear the challenges ahead. They aspire to design quality systems or games after acquiring related skills but report concerns that programming logic is too difficult to learn because memorization of the syntax is required. Thus, they experience anxiety, are demotivated to learn, and,…
Descriptors: Learning Motivation, Outcomes of Education, Anxiety, Programming
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Zhihui Zhang; Xiaomeng Huang – Education and Information Technologies, 2024
Blended learning combines online and traditional classroom instruction, aiming to optimize educational outcomes. Despite its potential, student engagement with online components remains a significant challenge. Gamification has emerged as a popular solution to bolster engagement, though its effectiveness is contested, with research yielding mixed…
Descriptors: Educational Games, Blended Learning, Learning Motivation, Language Proficiency
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Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
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Yan Lin; Hongjian Liao; Suxian Weng; Wanqi Dong – Education and Information Technologies, 2024
Children's preschool years are crucial for the development of computational thinking (CT) skills. However, debate continues regarding whether CT should be developed through plugged-in or unplugged activities. This study investigated the similarities and differences between plugged-in and unplugged activities with similar learning content and…
Descriptors: Learning Activities, Computer Science Education, Teaching Methods, Thinking Skills
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Jian-Hong Ye; Mengmeng Zhang; Weiguaju Nong; Li Wang; Xiantong Yang – Education and Information Technologies, 2025
ChatGPT, as an example of generative artificial intelligence, possesses high-level conversational and problem-solving capabilities supported by powerful computational models and big data. However, the powerful performance of ChatGPT might enhance learner dependency. Although it has not yet been confirmed, many teachers and scholars are also…
Descriptors: Artificial Intelligence, College Students, Problem Solving, Student Attitudes
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Taw Kuei Chan – Education and Information Technologies, 2024
The synchronous hybrid learning model, which involves simultaneous face-to-face and remote learning, suffers from a disparity in the lesson experience and outcomes provided by the different learning modes. Moreover, the online medium allows little opportunity for teachers to exhibit non-verbal immediacy behaviours to improve cognitive engagement…
Descriptors: Computer Software, Learning Experience, Blended Learning, Teaching Methods
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Debbag, Murat; Yildiz, Sevilay – Education and Information Technologies, 2021
The present study investigates the effect of the Flipped Classroom (FC) model on the academic achievement and motivation levels of preservice teachers enrolled on the Teaching Principles and Methods (TPM) course, which is a higher education-level knowledge course in the teaching profession. A quasi-experimental design was adopted for the study,…
Descriptors: Flipped Classroom, Academic Achievement, Learning Motivation, Preservice Teachers
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Jiazi Li; Heung Kou; Jue Wang; Wei Ren – Education and Information Technologies, 2024
The purpose of this study was to investigate the correlation among the components affecting MOOC ability to learn the Chinese dance majors. MOOC courses are easy to register and access whereas SPOC derived from MOOC allows access to selected students. MOOC implementing AI for teaching improves the quality of courses as AI determines content with…
Descriptors: Electronic Learning, Dance Education, Majors (Students), Teaching Methods
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Fidan, Mustafa – Education and Information Technologies, 2023
Flipped classroom (FC) has recently attracted researchers' interest in teacher education thanks to its potential for promoting pre-service teachers' (PTs) professional development. However, some of major issues are the lack of interactivity, disengagement, and amotivation of PTs for pre-class activities due to poor online instruction design. This…
Descriptors: Flipped Classroom, Teaching Methods, Comparative Analysis, Learning Motivation
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David Burlinson; Matthew Mcquaigue; Alec Goncharow; Kalpathi Subramanian; Erik Saule; Jamie Payton; Paula Goolkasian – Education and Information Technologies, 2024
BRIDGES is a software framework for creating engaging assignments for required courses such as data structures and algorithms. It provides students with a simplified API that populates their own data structure implementations with live and real-world data, and provides the ability for students to easily visualize the data structures they create as…
Descriptors: Computer Science Education, Majors (Students), Student Interests, College Faculty
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Liu Liu – Education and Information Technologies, 2025
The study examines the impact of artificial intelligence (AI)-enhanced gamification on learning outcomes and motivation in English as a Foreign Language (EFL) contexts. A mixed-methods approach and quasi-experimental design were employed to compare the effectiveness of three instructional strategies: adaptive learning paths, conversational agents,…
Descriptors: Technology Uses in Education, Artificial Intelligence, Gamification, Second Language Learning
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Yuxiao Xie; Ziyi Xie; Siyu Chen; Lei Shen; Zhizhuang Duan – Education and Information Technologies, 2025
The National College English Test Band 4 (CET-4) is a key test to assess the English language ability of Chinese university students, and the success rate of the test is important to improve the quality of their English learning. Artificial intelligence technology can be used to predict and explore the factors influencing the success rate. This…
Descriptors: Language Tests, English (Second Language), Second Language Learning, Second Language Instruction
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