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Merve Kasim; Yasemin Deringöl – Education and Information Technologies, 2025
The aim of this study is to investigate the impact of technology-supported mathematical modeling method on the mathematical skills of a fourth-grade student with Mathematical Learning Disabilities. The study group consists of a fourth-grade student. It was discovered that the student lacked numerical and logical skills compared to other students.…
Descriptors: Educational Technology, Technology Uses in Education, Grade 4, Mathematics Instruction
Rachel F. Adler; Devorah Kletenik – Education and Information Technologies, 2025
Although digital accessibility topics are increasingly gaining inclusion in university computing classrooms, many instructors still encounter difficulties in engaging students with this subject. The Universal Design for Learning (UDL) framework, a pedagogical approach that emphasizes multiple means of engagement, offers a promising strategy to…
Descriptors: Access to Education, Learning Processes, Preferences, Educational Games
Meda, Lawrence; Waghid, Zayd – Education and Information Technologies, 2022
The global pandemic of COVID-19 forced institutions of higher learning to implement emergency remote learning and to change pedagogical approaches to enhance access and success for all students. Students have mixed views about remote learning. The purpose of this study is to examine special educational needs and disabled students' perspectives of…
Descriptors: Special Needs Students, Student Attitudes, Distance Education, Online Courses
Xiaohang Dong; Hui Liang; Xianghua Ding; Yawen Zhang – Education and Information Technologies, 2024
Serious game-based learning is a high-fashioned topic in educational technology which helps children learn and train their skills. Most existing literature focuses on the improvement of children's specific abilities or skills, such as reading comprehension, attention, memory, etc. However, for cognitively impaired children, it is necessary to…
Descriptors: Game Based Learning, Educational Games, Cognitive Development, Intellectual Disability
Nur Azlina Mohamed Mokmin; Regania Pasca Rassy – Education and Information Technologies, 2024
One of the most advanced reality technologies for education in recent years is augmented reality (AR). To create a fun learning atmosphere and to aid student learning, several subjects have begun incorporating modern technology into their teaching and learning procedures. In addition to being extensively tested and developed for typical students,…
Descriptors: Artificial Intelligence, Students with Disabilities, Physical Education, Accessibility (for Disabled)
Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Khamparia, Aditya; Pandey, Babita; Mishra, Brijendra Pratap – Education and Information Technologies, 2020
In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning…
Descriptors: Students with Disabilities, Game Based Learning, Physical Disabilities, Elementary School Students
Dutt, Sarthika; Ahuja, Neelu Jyothi; Kumar, Manoj – Education and Information Technologies, 2022
Several studies have investigated the need for learning difficulties identification specifically Dyslexia, Dysgraphia and Dyscalculia. The identification of these difficulties among children is a multiple screening process under psychologist's supervision. Learning difficulties identification is a difficult task; it affects the learning process…
Descriptors: Intelligent Tutoring Systems, Special Education, Learning Disabilities, Students with Disabilities
Tamara Handy; Elizabeth B. Kozleski; Emma Bene – Education and Information Technologies, 2025
During COVID, many students in the United States struggled to learn and develop through school-based online learning. Students with learning differences were particularly vulnerable (Kozleski, 2020). Intersectional differences compounded learner challenges through food, language and housing insecurities, as well as loss of household income. While…
Descriptors: Students with Disabilities, Special Needs Students, At Risk Students, Educational Technology
Arslantas, Tugba Kamali; Gul, Abdulmenaf – Education and Information Technologies, 2022
Both for new higher education students and especially for individuals with visual impairment (VI), becoming digitally literate is a necessity in order to be able to fully participate in society and to overcome certain educational barriers. This study explores the digital literacy (DL) skills of university students in Turkey with VI, along with the…
Descriptors: College Students, Technological Literacy, Visual Impairments, Students with Disabilities
Bice, Holli; Tang, Hengtao – Education and Information Technologies, 2022
The amount of technology available in schools has increased steadily over the past two decades, but higher-level uses have not followed, and many teachers continue to struggle integrating technology in their classrooms. The purpose of this study was to describe teachers' beliefs about technology in the classroom and identify whether their beliefs…
Descriptors: Teachers, Students with Disabilities, Dyslexia, Technology Integration
Amponsah, Samuel – Education and Information Technologies, 2021
With the kind of interruption caused by the COVID-19 pandemic, many higher institutions, including the University of Ghana, swiftly shifted their engagements online which might have come with its setbacks. In view of that, this phenomenographic design study sought to investigate and document the qualitatively different perspectives of thirteen…
Descriptors: Electronic Learning, COVID-19, Pandemics, Student Attitudes