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Alexandre Marinho; Ig Ibert Bittencourt; Diego Dermeval; Jário Santos; Geiser Challco; Marcelo Reis – Technology, Knowledge and Learning, 2025
The impact of evolving technologies, including in education, has prompted researchers to enhance the educational process through flow experience in technology-enhanced learning environments in Informatics in Education. This study investigates the effects of a gamified educational environment with competition and collaboration elements on students'…
Descriptors: Competition, Cooperation, Cooperative Learning, Learner Engagement
Thiago Costa Caetano; Camila Cardoso Moreira; Mikael Frank Rezende Junior – IEEE Transactions on Education, 2024
Contribution: This work seeks to ascertain the validity of a remote-controlled experiment of the Physics Remote Lab in the educational context, specifically among students from engineering courses. Background: In 2012, it has been started the development of the Physics Remote Lab at the Federal University of Itajubá, Brazil, a laboratory with a…
Descriptors: Engineering Education, Laboratory Experiments, Foreign Countries, Computer Uses in Education
Nichols-Besel, Kristen; Yu, Xi; Jamsen, Kirsten – Journal of Comparative and International Higher Education, 2022
This article investigates the perspectives of international students in the United States who use writing centers to support their identities and to meet their writing needs and goals. Using survey and focus group data to look closely at how students use one writing center's online Profile and more broadly at the accessibility and responsiveness…
Descriptors: Foreign Students, Laboratories, Writing (Composition), Self Concept
Munoz-Merino, Pedro J.; Alario-Hoyos, Carlos; Munoz-Organero, Mario; Kloos, Carlos Delgado; Molina, Manuel Fernandez – IEEE Transactions on Learning Technologies, 2018
Educational computer-based competition environments need to be designed with a set of features that enhance the learning process. Although recently some frameworks for the design of educational computer-based systems (e.g., educational games) have been proposed, they do not focus on the details of the competition. Therefore, the design of…
Descriptors: Educational Environment, Computer Uses in Education, Competition, Computer Simulation
Xu, Xinhao; Ke, Fengfeng – American Journal of Distance Education, 2016
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…
Descriptors: Computer Simulation, Educational Environment, Mathematical Concepts, Mathematics Instruction
Lebenicnik, Maja; Pitt, Ian; Istenic Starcic, Andreja – Center for Educational Policy Studies Journal, 2015
Learning resources that are used in the education of university students are often available online. The nature of new technologies causes an interweaving of formal and informal learning, with the result that a more active role is expected from students with regard to the use of ICT for their learning. The variety of online learning resources…
Descriptors: Electronic Learning, Informal Education, College Instruction, Computer Uses in Education
Suzuki, Satomi – CALICO Journal, 2013
Although distance language education has been widely adopted in university learning, very few researchers to date have looked at off-screen behaviors of second/foreign language learners in their physical environments while they engage in synchronous (real-time) online courses. This study examined one focal student's off-screen behaviors while…
Descriptors: Synchronous Communication, Distance Education, Second Language Instruction, Japanese
Abdous, M'hammed – International Journal on E-Learning, 2013
An effective learning environment interface (LEI) is a means to enable students to focus on learning and to understand content, while establishing connections and relationships among course activities. Using this fundamental premise, we propose a flexible, user-centered, and seamless LEI which is intended to remediate the fragmented interface…
Descriptors: Electronic Learning, Computer Interfaces, Feedback (Response), College Students
Ashford, Roslyn La'Toya – ProQuest LLC, 2014
The study compared traditional and nontraditional students' attitudes about the psychosocial learning environment and their influence on self-efficacy, enjoyment of online learning, and student satisfaction by using Moos' (1979) Model of Environmental and Personal Variables and the three dimensions of social climate as its theoretical framework.…
Descriptors: College Students, Nontraditional Students, Electronic Learning, Conventional Instruction
Hanewald, Ria – Turkish Online Journal of Distance Education, 2013
The purpose of this paper is to present selected literature on learners and collaborative learning in virtual worlds. Research in virtual worlds on collaborative learners is gradually emerging and will gain in significance, particularly in online and distance education environments. It will be argued that the design and functionality of virtual…
Descriptors: Cooperative Learning, Electronic Learning, Distance Education, Educational Environment
Bixler, Brett A.; Land, Susan M. – Journal of Educational Technology Systems, 2011
The purpose of this research was to investigate the effects of using cognitive and metacognitive prompting strategies in a web-based learning environment to engage college students in a complex, ill-structured task. The course context was a freshman/sophomore level Information Sciences and Technology course, and the topic was web design. Four…
Descriptors: College Students, Prompting, Problem Solving, Educational Environment
Hauser, Richard; Paul, Ravi; Bradley, John – Journal of Information Technology Education: Research, 2012
The purpose of this research is to examine the relationships between changes to computer self-efficacy (CSE) and computer anxiety and the impact on performance on computer-related tasks in both online and face-to-face mediums. While many studies have looked at these factors individually, relatively few have included multiple measures of these…
Descriptors: Innovation, Personal Autonomy, Self Efficacy, Management Information Systems
Cameron, Andrea H.; Bush, Michael H. – ProQuest LLC, 2011
The newness of the iPad device creates a phenomenon unique and unstudied in the academic environment. By merging the innovations of electronic text, e-reader, and multi-modal functionality, the iPad tablet device can act as an e-reader providing digital course materials as well as a range of other supplementary academic applications. This…
Descriptors: Qualitative Research, Pilot Projects, Focus Groups, Student Participation
Noguera, Magdy; Budden, Michael Craig; Silva, Alberto – American Journal of Business Education, 2011
This paper reports the results of a survey conducted to assess students' usage and perceptions of a finance lab. Finance labs differ from simple computer labs as they typically contain data boards, streaming market quotes, terminals and software that allow for real-time financial analyses. Despite the fact that such labs represent significant and…
Descriptors: Financial Services, Use Studies, Computer Uses in Education, Educational Environment
Jones, Peter – Journal of Teaching in Social Work, 2010
Continuing moves towards more flexible approaches to the provision of higher education have been reflected in the increased provision of social work education through distance learning and the related increase in the use of online technologies for social work education. This article reports on the use of a wiki in a final year social work subject.…
Descriptors: On Campus Students, Distance Education, Educational Environment, Social Work