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Showing 1 to 15 of 79 results Save | Export
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Yue Li – Education and Information Technologies, 2025
This study purposes to investigate the impacts of "theoretical" and "practical" courses on cyber entrepreneurial intention and its leading variables based on TAM/TPB integrated model. Targeted sampling technology is used to compare multiple groups of students who had taken cyber entrepreneurship courses or not, which used…
Descriptors: Entrepreneurship, Business Education, Intention, Computers
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Davy Tsz Kit Ng; Jiahong Su; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Artificial intelligence (AI) education has gained popularity, and educators are developing activities to enhance students' AI literacy and promote collaboration in problem-solving. While current approaches using simulations and games can improve students' AI knowledge, they may not adequately prepare them for higher-level cognitive tasks. Only a…
Descriptors: Artificial Intelligence, Technological Literacy, Secondary School Students, Case Studies
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Fan Zhang; Shengbin Li; Qian Zhao; Zhipeng Huo – Education and Information Technologies, 2025
Prioritizing student satisfaction in higher education is crucial for delivering an educational experience that caters to students' needs, ultimately leading to improved learning outcomes and fostering gradual progress. In this paper, to identify the interactive teaching approach that best aligns with student expectations for a class of freshmen…
Descriptors: College Freshmen, Student Satisfaction, Interaction, Teaching Methods
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Xinyi Wu; Xiaohui Chen; Jingwen Zhao; Yongsheng Xie – Education and Information Technologies, 2024
This work aims to explore whether students' learning outcomes in the virtual museum (VM) 's "Life and Science course" are influenced by the type of knowledge and the different levels of interaction within the museum. The study was conducted using an eye-movement experimental method, based on cognitive load theory, knowledge visualisation…
Descriptors: Museums, Instructional Design, Eye Movements, Material Development
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Michele Scalera; Agostino Marengo; Vita Santa Barletta; Danilo Caivano; Giovanni Dimauro; Jenny Pange – Education and Information Technologies, 2025
Computer architecture is considered one of the dry and hard-to-learn courses for students in the computer science discipline. Therefore, educational institutions experiment with different pedagogical approaches to enhance students' performance and interest in courses. This study introduces a Simplified Approach to Teach a Processor (SAtTaP), a…
Descriptors: Computer Science Education, Teaching Methods, Computer System Design, Undergraduate Students
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Kai-Lin Yang; Chia-Yang Chen – Education and Information Technologies, 2024
Game-based learning, which includes non-digital and digital games, highlights the benefits of games in terms of players' learning and engagement. Whereas contemporary research focuses more on digital than non-digital game-based learning, more studies shall compare the effects between the two types of game-based learning and their integration. This…
Descriptors: Game Based Learning, Computer Games, Spatial Ability, Grade 5
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Fatih Kayaalp; Zeynep Basci Namli; Elif Meral – Education and Information Technologies, 2024
This study aims to reveal pre-service teachers' experience in virtual museum design that they can use in social studies teaching, and their opinions on virtual museum applications. In line with this purpose, phenomenology design was used as one of the qualitative research approaches. Selected by the criterion sampling method, the study sample…
Descriptors: Preservice Teachers, Social Studies, Teacher Education Programs, Museums
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Mei-Shiu Chiu; Wee Tiong Seah; Hsin-Min Chen; I-Ping Wan – Education and Information Technologies, 2025
This study aims to identify teachers' selection/adoption of valuing pedagogy (VP) to implement an affect-focused mathematics teaching design with technological support. Valuing pedagogy is defined as teaching methods to address educational values and operationally defined as perceived, implemented, and received curricula, manifested by teacher…
Descriptors: Mathematics Instruction, Teaching Methods, Psychological Patterns, Technology Uses in Education
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Jin, Yang; Tiejun, Zhu – Education and Information Technologies, 2023
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and…
Descriptors: Computer Simulation, Video Games, Art Education, Design
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Toker, Sacip – Education and Information Technologies, 2022
This study investigates the association between instructional design projects and 21st-Century skills. A causal-comparative design was utilised. The participants were 85 computer education and instructional technology department students who registered for a core instructional design course. The participants are divided into two groups: Rapid…
Descriptors: 21st Century Skills, Instructional Design, Teaching Methods, Computer Science Education
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Hoa-Huy Nguyen; Kien Do Trung; Loc Nguyen Duc; Long Dang Hoang; Phong Tran Ba; Viet Anh Nguyen – Education and Information Technologies, 2024
This article presents the results of an experiment in personalizing course content and learning activity model tailored for online courses based on students' learning styles. The main research objectives are to design and pilot a model to determine students' learning styles to create personalized online courses. The study also addressed an…
Descriptors: Models, Online Courses, Cognitive Style, Classification
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Wilson Libardo Pantoja Yépez; Julio Ariel Hurtado Alegría; Ajay Bandi; Arvind W. Kiwelekar – Education and Information Technologies, 2024
The ability to define, evaluate, and implement software architectures is a fundamental skill for software engineers. However, teaching software architecture can be challenging as it requires students to be involved in real-context projects with high degrees of complexity. This involves making trade-off decisions among several quality attributes.…
Descriptors: Computer Software, Training, Computer Science Education, Teaching Methods
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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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Kofi Ayebi-Arthur; Kwaku Anhwere Barfi; Valentina Arkorful; Theophilus Ocran; Nyinaku Odoi Baffour – Education and Information Technologies, 2024
Higher institutions are increasingly embracing the use of computer technologies in advancing education. Despite evidence pointing to the positive impact of computer technologies on teaching and learning, systematic research study on the role of teachers' competencies in computer technologies integration is still not saturated in literature.…
Descriptors: Computer Uses in Education, Computer Science Education, Teaching Methods, Higher Education
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Carl Boel; Tijs Rotsaert; Martin Valcke; Alexander Vanhulsel; Tammy Schellens – Education and Information Technologies, 2024
Students in secondary vocational education often have to learn and practice their skills in potentially dangerous situations, operating complex machinery or working in hazardous conditions. As a consequence, they need to be trained on how to work safely, to respect safety regulations, to wear protective gear and related equipment, to consider…
Descriptors: Instructional Design, Educational Research, Computer Simulation, Educational Games
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