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Manal Kharbouch; Ambrosio Toval; Francisco Garcia-Sanchez; Alberto Garcia Berna; Jose Luis Fernandez Aleman – IEEE Transactions on Education, 2024
Contribution: This article provides evidence on the influence of serious games (SGs) in software engineering (SE) education on students' scores, exam attendance, and chance of passing. It also highlights the impact of teachers' experience with the implementation of SGs as a learning approach on the aforementioned metrics. Background: Although…
Descriptors: Game Based Learning, Computer Software, Scores, Tests
Rishwinder Singh Baidwan; Radhika; Rakesh Kumar – Journal of Educational Technology, 2024
Artificial intelligence technology has become widely used in many industries, including healthcare, agriculture, banking, social security, and home furnishings, due to the rise and development of this discipline. One of the newest areas of technology in the education industry is AI in Education, where extensive research supports instructional…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Models
Implementation of a Computerized Tool to Address Barriers to Academic Success among College Students
Amelia M. Arria; Christina E. Parisi; Brittany A. Bugbee; Kathryn B. Vincent – Journal of American College Health, 2025
Objective: Academic assistance professionals work with college students to address barriers to academic success, although few assessment tools exist. This feasibility study examined the results of implementing a computerized tool for academic assistance professionals to help students. The Measure of Obstacles to Succeeding Academically in College…
Descriptors: Academic Achievement, Barriers, Risk Assessment, Academic Support Services
Matipa Ricky Ngandu; David Risinamhodzi; Godwin Pedzisai Dzvapatsva; Courage Matobobo – Discover Education, 2023
ICT tools in education are widely used to support the aim of achieving learning outcomes by improving critical areas such as student engagement, participation, and motivation. In this study, we examine literature to explore how game elements are used in capturing students' interest, which the study suggests is fundamental to the teaching and…
Descriptors: Student Interests, Computer Software, Engineering Education, Gamification
Alaa Althubaiti; Suha M. Althubaiti – SAGE Open, 2024
The flipped classroom (FC) is a pedagogical model with an active learning concept and a hybrid course design that reverses the typical lecture process. Given the widespread use of online delivery methods, there is a need to explore the FC in delivering statistics courses. This study employs a prospective quasi-experimental study design to evaluate…
Descriptors: Flipped Classroom, Statistics Education, Data Analysis, Computer Software
Lin, Yen-Ting – Educational Technology & Society, 2023
The aim of software engineering education is to educate students in software technologies, developments, procedures, and scientific practices to enable them to cope with industrial demands. However, the implementation of software engineering education in traditional university classrooms is restricted by the semester structure, making it difficult…
Descriptors: Academic Achievement, Electronic Books, Flipped Classroom, Computer Software
Florence Gabriel; JohnPaul Kennedy; Rebecca Marrone; Simon Leonard – npj Science of Learning, 2025
Pragmatic, scalable and sustainable responses to persistent socio-emotional issues such as mathematics anxiety remain elusive. Artificial intelligence (AI) offers a promising approach by enhancing students' perceptions of competence, control, and value while transforming teacher-student interactions. This paper advocates for a research agenda…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, Teaching Methods
Tanjea Ane; Tabatshum Nepa – Research on Education and Media, 2024
Precision education derives teaching and learning opportunities by customizing predictive rules in educational methods. Innovative educational research faces new challenges and affords state-of-the-art methods to trace knowledge between the teaching and learning ecosystem. Individual intelligence can only be captured through knowledge level…
Descriptors: Artificial Intelligence, Prediction, Models, Teaching Methods
Jiahe Gu; Zi Yan – Journal of Educational Computing Research, 2025
Generative artificial intelligence (GenAI) has the potential to change student learning. Despite the popularity of integrating this novel technology into teaching and learning practices, few meta-analyses have synthesised its effect in the education context with K-12 and college students. This review examined the effects of GenAI interventions on…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, Academic Achievement
Anastacia S. LaCombe – ProQuest LLC, 2023
The purpose of this study was to evaluate high school students' performance in analyzing complex arguments with the support of an off-the-shelf argument mapping software, Rationale™, which provides diagramming tools with guided prompts. This study attempts to: (1) evaluate the quality of student's argument maps in terms of structural…
Descriptors: Critical Thinking, Thinking Skills, Academic Achievement, Computer Software
Sena Sayici; Selami Aydin – Online Submission, 2025
Learners' achievements, motivation, and emotional states are closely linked to the roles and effectiveness of their teachers, while several challenges in foreign language classrooms hinder teacher efficacy. Artificial intelligence (AI) has the potential to offer substantial solutions by addressing individual student needs, expectations, and…
Descriptors: Artificial Intelligence, Computer Software, English (Second Language), Second Language Learning
Ouyang, Ming – Education and Information Technologies, 2023
This study sought to evaluate the effectiveness of introducing digital software in music education to improve academic performance and solfeggio class attendance. To assess academic performance, a test consisting of 25 theoretical questions and 25 practical tasks was developed. The Bologna model was used as an assessment system. The groups were…
Descriptors: Telecommunications, Handheld Devices, Computer Assisted Instruction, Music Education
Zhaoyang Liu; Wenlan Zhang; Liangliang Hu – Innovations in Education and Teaching International, 2025
Virtual Reality (VR) is gradually integrating into classroom teaching, emerging as a new trend in educational development in the era of artificial intelligence. Desktop virtual reality stands out due to its lower cost and greater convenience. To elucidate the effectiveness of desktop virtual reality in learning, this paper employs a meta-analysis…
Descriptors: Computer Simulation, Meta Analysis, Teaching Methods, Instructional Effectiveness
Cox, Eric – Journal of Political Science Education, 2021
This paper presents results from a comparative analysis of two sections of Introduction to International Politics, one of which used a traditional research paper as a supplemental assignment and one that used the Statecraft online simulation. Both sections were taught during the same semester and used common lecture notes, PowerPoint slides, exam…
Descriptors: Educational Games, Foreign Policy, International Relations, Political Science
Enzo Ferrari; Pablo Herrero Teijón; Camilo Ruiz – Journal of New Approaches in Educational Research, 2024
Augmented Reality (AR) is now being used in education across various subjects. The number of AR applications has increased with the popularity of smartphones. In this study, we explore the use of AR-based apps for teaching astronomy in the last four years of secondary education in Spain. The study includes an experimental group and a control group…
Descriptors: Astronomy, Computer Simulation, Instructional Effectiveness, Technology Uses in Education

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