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Harris, Matthew E. – ProQuest LLC, 2016
The purpose of this study was to identify and examine existing technology acceptance constructs as they relate to end-user participation in training programs. By analyzing technology acceptance constructs and their fit with existing training paradigms, it was expected that there would be a significant increase in use behavior as defined in the…
Descriptors: Computer Attitudes, Adoption (Ideas), Training, Use Studies
Garrett, Robin Eileen – ProQuest LLC, 2014
Community colleges serve a diverse population of learners including many older students counting on the community college for enhanced skills or personal enrichment. Many of these colleges target this population with programs designed specifically to meet the needs and goals of the older adult but may not consider this population when designing a…
Descriptors: Navigation (Information Systems), Web Sites, Usability, Community Colleges
Swerdloff, Matthew – ProQuest LLC, 2013
The purpose of this study was to investigate the specific effects of targeted English Language Arts (ELA) instruction using multimedia applications. Student reading comprehension, student attitude toward computers, and student attitude toward school were measured in this study. The study also examined the perceptions, of selected students, of the…
Descriptors: English Instruction, Language Arts, Literacy, Grade 3
Ives, Sujata Kolhatkar – ProQuest LLC, 2010
The imposter phenomenon (IP), defined as the fear that others may perceive one to be an intellectual "phony", and its association to one's self-efficacy (SE) and anxiety, requires further research. This dissertation investigates the IP, SE, and anxiety and their interrelationships at the beginning and at the end of an orientation program…
Descriptors: Self Efficacy, Pretests Posttests, Measures (Individuals), Multiple Regression Analysis
Baytak, Ahmet – ProQuest LLC, 2009
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study…
Descriptors: Elementary School Science, Environmental Education, Computer Software, Interviews