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Showing 1 to 15 of 21 results Save | Export
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Saleem, Muhammad; Kamarudin, Suzilawati; Shoaib, Haneen Mohammad; Nasar, Asim – Interactive Learning Environments, 2023
Augmented reality apps are a novel technology in e-learning that enhances students' learning faster in virtual classrooms. Since the start of the COVID-19 pandemic, traditional teaching mechanisms pushed back due to the quick spread of Coronavirus disease. This study investigates university students' intention towards e-learning through augmented…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Yildiz, Ezgi Pelin – Higher Education Studies, 2022
Arloopa is an augmented reality application that enables the integration of digital content such as images, sounds, texts into real world environments. By another definition the Arloopa app is an AR visualization tool that brings the physical and digital worlds together as one. Arloopa is an augmented reality (AR) and virtual reality (VR) app and…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Zhiqun Ouyang; Yujun Jiang; Huying Liu – International Review of Research in Open and Distributed Learning, 2024
This study, which is quasi-experimental in nature, looks into how language learners' willingness to communicate and engagement in English as a foreign language (EFL) classrooms are affected by Duolingo. The control and experimental groups comprised two complete classes with forty EFL students. To compare learner engagement and communication…
Descriptors: Artificial Intelligence, Information Technology, English (Second Language), Communication Strategies
Flint D. Million – ProQuest LLC, 2023
The education of students on existing and emerging technologies in higher education environments requires access to complex software. The rise of the Bring Your Own Device (BYOD) phenomenon in many postsecondary educational institutions, along with the increasing complexity of technological coursework, creates challenges for students needing…
Descriptors: Information Technology, Information Science, Business Education, Computer Software
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Laurens-Arredondo, Luis – Education and Information Technologies, 2022
The rushed introduction of online education for universities because of the current covid-19 health crisis, has started to affect the quality of education for millions of students around the world. This pandemic has emphasized the need to improve the teaching process through the use of innovating educational tools, such as mobile augmented reality…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Sakibayev, Spartak; Sakibayev, Razakh; Sakibayeva, Bela – Interactive Technology and Smart Education, 2019
Purpose: Nowadays, when mobile devices are actively evolving and penetrating the various spheres of human activity they have a potential to modernize and facilitate the sphere of IT education as well. This paper aims to test the hypothesis stating that introduction of mobile technology to the college-level database course for future IT specialists…
Descriptors: Technology Uses in Education, Handheld Devices, Computer Oriented Programs, Databases
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Mayanja, Jamiah; Tibaingana, Anthony; Birevu, Paul Muyinda – Journal of Learning for Development, 2019
The study investigated the use of ICTs in student support in Open and Distance learning (ODL) at Makerere University. The study adopted a survey design with 327 ODL students, and the data from participants was collected using self-administered questionnaires and individual interviews. The results showed that Makerere University has enhanced…
Descriptors: Open Education, Distance Education, Information Technology, Integrated Learning Systems
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Aljraiwi, Seham Salman – Journal of Education and Learning, 2017
The current study proposes web applications-based learning environment to promote teaching and learning activities in the classrooms. It also helps teachers facilitate learners' contributions in the process of learning and improving their motivation and performance. The case study illustrated that female students were more interested in learning…
Descriptors: Computer Oriented Programs, Academic Achievement, Schools of Education, Females
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Frydenberg, Mark – Information Systems Education Journal, 2016
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
Descriptors: Games, Design, Programming, Teaching Methods
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Hariadi, Bambang; Dewiyani Sunarto, M. J.; Sudarmaningtyas, Pantjawati – International Journal of Evaluation and Research in Education, 2016
This study aimed to develop a web-based learning application as a form of learning revolution. The form of learning revolution includes the provision of unlimited teaching materials, real time class organization, and is not limited by time or place. The implementation of this application is in the form of hybrid learning by using Google Apps for…
Descriptors: Educational Technology, Computer Oriented Programs, Web Based Instruction, Blended Learning
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Goria, Cecilia, Ed.; Guetta, Lea, Ed.; Hughes, Neil, Ed.; Reisenleutner, Sandra, Ed.; Speicher, Oranna, Ed. – Research-publishing.net, 2019
This volume examines many of the complex issues regarding the language skills and professional competencies acquired by students studying Modern Foreign Languages (MFL) at universities in the United Kingdom and across Europe. It also outlines the innovative pedagogical strategies, methods, and resources employed by language academics to help…
Descriptors: Second Language Learning, Second Language Instruction, Undergraduate Students, Language Teachers
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Liu, Michelle; Murphy, Diane – Information Systems Education Journal, 2013
It is of national importance to increase the number of college students pursuing degrees in information systems/information technology (IT/IS) subjects. The primary focus at many institutions is renovating or enhancing existing IT/IS programs and the target audience is the students who have selected to major in IT/IS subjects. This paper looks at…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Dekhane, Sonal; Xu, Xin; Tsoi, Mai Yin – Journal of Information Systems Education, 2013
This paper describes a project designed to promote problem solving and critical thinking skills in a general education, computing course at an open access institution. A visual programming tool, GameSalad, was used to enable students to create educational apps for mobile platforms. The students worked on a game development project for the entire…
Descriptors: Computer Oriented Programs, Telecommunications, Handheld Devices, Technology Uses in Education
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Haithcox-Dennis, Melissa; Brinkley, Jason; Richman, Alice; DeWeese, Amanda; Byrd, James L., III – International Electronic Journal of Health Education, 2012
Mhealth is rapidly becoming a valuable tool to increase knowledge and skills that contribute to healthy behaviors. Currently, little is known about college students' ownership and use of health apps. The primary purpose of this study was to investigate undergraduates' mhealth app usage and views. A secondary purpose was to identify any subgroup…
Descriptors: College Students, Campuses, Health Materials, Access to Information
Association Supporting Computer Users in Education, 2019
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Small Colleges, Computer Uses in Education, Educational Technology, Open Educational Resources
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