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Ching-Huei Chen; Ching-Ling Chang – Education and Information Technologies, 2024
This study aimed to investigate the effectiveness of using AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior. A total of 202 seventh graders were recruited and randomly assigned to the following three groups: (1) Game only (N = 70), (2) GameGPT (N = 63), and (3)…
Descriptors: Artificial Intelligence, Game Based Learning, Technology Uses in Education, Science Instruction
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Fatih Karatas; Faramarz Yasar Abedi; Filiz Ozek Gunyel; Derya Karadeniz; Yasemin Kuzgun – Education and Information Technologies, 2024
ChatGPT, an artificial intelligence application, has emerged as a promising educational tool with a wide range of applications, attracting the attention of researchers and educators. This qualitative case study, chosen for its ability to provide an in-depth exploration of the nuanced effects of AI on the foreign language learning process within…
Descriptors: Artificial Intelligence, Second Language Learning, Natural Language Processing, Technology Uses in Education
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Fahad Saleem Al-Hafdi; Sameer Mosa AlNajdi – Education and Information Technologies, 2024
During the last few years, the popularity of chatbots has risen and grown exponentially with the increase in demand for smartphones and messaging applications. Chatbots can be utilized in education by providing information about educational content, communication, and assistance, enhancing classroom participation, and facilitating collaborative…
Descriptors: Artificial Intelligence, Technology Uses in Education, Instructional Effectiveness, Learning Processes