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Yanan Li – International Journal of Web-Based Learning and Teaching Technologies, 2025
This research focuses on the application of multimedia technology and the Dynamic Time Warping (DTW) algorithm in university vocal music teaching. This model provides students with multi-dimensional learning experiences and targeted feedback. Experimental results show that students in the experimental group using this new model have significantly…
Descriptors: Music Education, Singing, Technology Uses in Education, Educational Technology
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Sefa Emre Öncü; Merve Gevher; Erdem Erdogdu – Journal of Educational Technology and Online Learning, 2025
This study addresses the applicability of generative artificial intelligence (GenAI) within the administrative learner support services at Anadolu University Open Education System, a giga university with more than one million learners in Türkiye. The study reveals the performance differences between a rule-based chatbot and different GenAI-based…
Descriptors: Foreign Countries, Artificial Intelligence, Technology Uses in Education, College Students
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Rustam Shadiev; Xuan Chen; Wayan Sintawati; Fahriye Altinay; Yan Li; Nurassyl Kerimbayev; Ahmed Tlili – Educational Technology & Society, 2025
Students are unable to view each other's VR content created with 360-degree video technology using head-mounted displays and discuss it in real-time. This limitation may confine the application of 360degree video technology in the field of intercultural learning to merely passive observation of cultural content on individual devices, thereby…
Descriptors: Video Technology, Technology Uses in Education, Computer Simulation, Cultural Awareness
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Moon-Heum Cho; Eunjung Grace Oh; Yunjeong Chang; Seokwon Hwang – Distance Education, 2025
The purpose of this study was to examine the relationships among MOOC learners' personal goal achievement, instructor goal achievement, learning experiences measured with perceived learning and course satisfaction, and their continuance intention in a MOOC offered by a research university in the United States. A total of 203 MOOC learners…
Descriptors: MOOCs, Goal Orientation, Technology Uses in Education, Intention
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Shovqi Zeynalov; Ece Dogantan – Technology, Knowledge and Learning, 2025
This study aimed to examine the digital entrepreneurship intention of open education tourism students within the scope of personal innovativeness, digital literacy skills and entrepreneurship education they received at university. The study also aimed to reveal the relationships between entrepreneurship education, digital literacy skills, personal…
Descriptors: Open Education, Tourism, Technological Literacy, Entrepreneurship
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Alper Çalikoglu; Betül Bulut-Sahin; Asuman Asik – British Journal of Educational Technology, 2025
This study examines virtual exchange (VE) as a mode of internationalization at a distance through the Turkish higher education context. Recognizing the constraints of geographical mobility, VE emerges as a viable alternative to enhance international and intercultural learning through technology. Employing a qualitative phenomenological design, we…
Descriptors: Foreign Countries, Computer Mediated Communication, College Students, College Faculty
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Blasius Erik Sibarani – Turkish Online Journal of Distance Education, 2025
As a result of the COVID-19 pandemic, the approach to learning in education has transitioned from traditional to online (distance learning). It is undeniable that distance education has become a new approach to learning. In the past decade, many institutions have offered distance learning approaches. However, the effectiveness of distance…
Descriptors: Artificial Intelligence, Distance Education, Learner Engagement, Program Effectiveness
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Daniel Amadiok; Eric Osei; Winston Abroampa – International Journal of Education and Development using Information and Communication Technology, 2024
E-learning management systems (e-LMSs) are technologies that higher education institutions employ to facilitate teaching and learning. However, empirical data on contextual factors, including teaching activities in the e-LMS, administrative activities in the e-LMS, effectiveness of the e-LMS, technologies in learning networks, and perceived…
Descriptors: Learning Management Systems, Educational Technology, Technology Uses in Education, Public Colleges
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Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence
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Lara-Cabrera, Raul; Ortega, Fernando; Talavera, Edgar; Lopez-Fernandez, Daniel – IEEE Transactions on Education, 2023
Students' perception of excessive difficulty in STEM degrees lowers their motivation and, therefore, affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation, and fun when learning. Badges, which are a distinction that is given as a reward to students, are a well-known gamification…
Descriptors: STEM Education, Rewards, Gamification, Technology Uses in Education
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Qian Xu – Discover Education, 2024
This research suggests a methodology to examine the effectiveness Artificial Intelligence (AI) on the cognitive abilities of college students so that future researchers can utilize this experimental project to focus on how AI-powered Intelligent Tutoring Systems (ITSs) affect learning outcomes. As AI continues to revolutionize all walks of life,…
Descriptors: Artificial Intelligence, Cognitive Ability, College Students, Intelligent Tutoring Systems
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Yu-Ju Lan; Scott Grant; Hui-Chin Yeh – Educational Technology & Society, 2025
This study investigated the use of virtual chatbots in a 3D multi-user virtual environment (3D MUVE) to enhance the communication skills of Chinese as a foreign language (CFL) learners. Several virtual chat agents, developed using pattern matching techniques and embedded in Second Life, created a blended learning environment in which CFL learners…
Descriptors: Artificial Intelligence, Communication Skills, Educational Technology, Technology Uses in Education
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Jonathan Olores Etcuban – International Electronic Journal of Mathematics Education, 2025
ChatGPT was a learning revolution known as an online program for learning Algebra; it changed what we knew about the teaching medium and molded the learning platform into a more engaging way of teaching. This research determines the use of ChatGPT in addressing math anxiety and promoting the confidence of college students enrolled in algebra at a…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Algebra
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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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Rayed AlGhamdi – Learning and Teaching in Higher Education: Gulf Perspectives, 2025
Purpose: This study examines how Discord facilitates peer-to-peer learning in a university-level computer graphics course. It explores how the platform supports student engagement, peer feedback and mentorship in a technical, project-based setting. By analyzing survey responses and server engagement metrics, the study highlights Discord's role in…
Descriptors: Peer Teaching, College Students, Computer Graphics, Learner Engagement
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