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Aziz Ilhan; Recep Aslaner; Cihat Yasaroglu – Education and Information Technologies, 2025
Digital literacy is a 21st century requirement and its importance is increasing day by day. In this article, it was aimed to evaluate the development of digital literacy skills of mathematics teachers and prospective teachers through Technology Assisted Education (TAE). In addition, the opinions of the teachers about the training were also…
Descriptors: Skill Development, Digital Literacy, Mathematics Teachers, Preservice Teachers
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Jordan Hebert; Ryan Hratisch; Rahul Gomes; William Kunkel; Daniel Marshall; Abhimanyu Ghosh; Isabella Doss; Ying Ma; Derek Stedman; Blake Stinson; Anthony Varghese; Molly Mohr; Pricilla Rozario; Sudeep Bhattacharyya – Education and Information Technologies, 2024
High-performance computing (HPC) has become a strategic resource that drives innovation and economic growth. In addition, it is important to educate a workforce with advanced computational skills to maintain economic competitiveness. In this project, we studied 133 domestic and international university HPC centers to understand the status of HPC.…
Descriptors: Computation, Undergraduate Students, Barriers, Opportunities
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Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning
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Ay, Kerem; Daghan, Gökhan – Education and Information Technologies, 2023
Considering the lack of interaction and feedback process of the pre-class component of the flipped learning approach, in this research this component was designed with the community of inquiry model and an e-learning environment was developed in line with the model's theoretical framework. By exposing its impacts on students' development of…
Descriptors: Flipped Classroom, Inquiry, Skill Development, Thinking Skills
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Svetlana Rzanova; Elena Yushchik; Svetlana Markova; Albina Sergeeva – Education and Information Technologies, 2024
The globalization of contemporary education is ensured by the incorporation of cutting-edge pedagogical techniques and active learning technologies, such as case-method technology, into the teaching and learning process as a whole. The primary objective of this research endeavour was to assess the efficacy of the case method when employed in the…
Descriptors: Computer Simulation, Computer Uses in Education, Case Method (Teaching Technique), Engineering Education
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Iris Lim – Education and Information Technologies, 2024
Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a…
Descriptors: Neurosciences, Educational Games, Program Design, Program Implementation
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Morales-Botello, María Luz; Moreno Martínez, Carlos – Education and Information Technologies, 2023
Communication and planning are skills expected among graduates. However, a skills deficit continues to be present among students. To address this problem, here we considered the final year project (FYP), a widely used way of working on skills in STEM degrees. Furthermore, we took into account recent research that highlights the importance of…
Descriptors: STEM Education, Student Attitudes, Student Surveys, Undergraduate Students
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Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
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Raman, Raghu; Vachharajani, Hardik; Achuthan, Krishnashree – Education and Information Technologies, 2018
Within the context of Rogers theory of perceived attributes, authors propose a framework that can predict students' motivation to adopt programming contest like ACM (Association of Computing Machinery) International Collegiate Programming Contest (ICPC). In this paper we investigate the attributes for adoption of programming contest in a social…
Descriptors: Student Motivation, Programming, Competition, Undergraduate Students
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Zabolotskikh, Alexander; Zabolotskikh, Anna; Dugina, Tatiana; Tavberidze, Daria – Education and Information Technologies, 2021
Undergraduate students fail to objectively self-assess grammar skills of English as a second language but mastering English grammar autonomously can assist. The article aims to describe and assess the Moodle plugin that offers undergraduate students individual learning paths in studying English grammar. An experiment with 3953 students was…
Descriptors: Undergraduate Students, Grammar, Second Language Learning, Second Language Instruction
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Bluestein, Stephanie A.; Kim, Taehyun – Education and Information Technologies, 2017
The purpose of this mixed-methods study was to compare the expectations and fulfillment of undergraduate students enrolled in a skills class that utilized iPads in the classroom. Pre- and post-surveys were administered to students at the beginning and end of the semester. A series of t-tests (n = 78) showed the tablet did not meet their…
Descriptors: Undergraduate Students, Mixed Methods Research, Skill Development, Handheld Devices
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Papastergiou, Marina; Pollatou, Elisana; Theofylaktou, Ioannis; Karadimou, Konstantina – Education and Information Technologies, 2014
Research on the utilization of the Web for complex fine motor skill learning that involves whole body movements is still scarce. The aim of this study was to evaluate the impact of the introduction of a multimedia web-based learning environment, which was targeted at a rhythmic gymnastics routine consisting of eight fine motor skills, into an…
Descriptors: Psychomotor Skills, Motor Development, Web Based Instruction, Multimedia Instruction