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Showing 1 to 15 of 113 results Save | Export
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Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
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Joseph Lobo; Genesis Dimalanta; Conrad Buerkley; Susan Manuel; Amiel Alfonso; Celter Cris Torres; Gerald Suba – Journal of Educators Online, 2025
This study adapted Davis' (1989) Technology Acceptance Model (TAM) to investigate what influences students' attitudes on using Microsoft Teams (MS Teams) as a learning tool for Physical Education (PE). Partial Least Square-Structural Equation Modeling (PLS-SEM) analysis of survey responses from 1,916 Mabalacat City College students enrolled in an…
Descriptors: Physical Education, Computer Software, Instructional Effectiveness, Computer Uses in Education
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Keith Francis Ratumbuisang; Uun Hariyanti; Godham Eko Saputro; Yan Amal Abdilah – Education and Information Technologies, 2024
As technology advances, virtual museums have gained popularity as a new form of learning resources. However, persuading audiences to absorb and comprehend a tremendous volume of information in an unregulated online environment is the challenge. Considering the use of an online application in educational practice, collaborative teamwork can be…
Descriptors: Story Telling, College Students, Student Attitudes, Computer Simulation
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Kamil Çelik; Ahmet Ayaz – Educational Technology Research and Development, 2025
Technological advancements in recent years have accelerated the development of information and communication technologies, introducing numerous innovations. One prominent innovation is the concept of the metaverse, which has gained significant popularity and is increasingly influencing various sectors, including the economy, art, entertainment,…
Descriptors: Artificial Intelligence, Technology Uses in Education, Intention, Computer Science Education
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Myunghwan Hwang; Eunmi Lee; Hee-Kyung Lee – English Teaching, 2025
This research, grounded in the extended technology acceptance model, aimed to explore the relationships among factors influencing Korean EFL learners' acceptance of ChatGPT for English learning in a voluntary usage context. To this end, a questionnaire was distributed to college students who had used ChatGPT for language learning, utilizing a…
Descriptors: English (Second Language), Second Language Learning, Technology Uses in Education, Computer Software
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Thomas Dillon – English Teaching, 2024
This study explores the integration of ChatGPT, OpenAI's conversational AI, into English as a Foreign Language (EFL) classrooms at Korean universities, focusing on student interactions and language learning strategy preferences. It categorises interactions using the Strategy Inventory for Language Learning (SILL) and Strategic Self-Regulation…
Descriptors: Literacy, Artificial Intelligence, Computer Software, Synchronous Communication
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G. S. Prakasha; R. Sanskriti; B. Ishani – Journal of Educators Online, 2024
The introduction of Chat Generative Pre-Trained Transformer (ChatGPT) in November 2022 brought about rapid changes in the workplace and academia. Its usage ranged from student assignments to workplace targets in the engineering field. Although it has brought novel ideas to its application in various fields and task efficiency in the workplace, its…
Descriptors: Users (Information), Artificial Intelligence, Computer Software, Synchronous Communication
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Fulya Torun; Seda Özer Sanal – International Journal of Technology in Education, 2025
Education should strive to keep pace with the developments of the modern world and to fulfill its mission by not deviating from the principles of ethical and effective learning. In this process, it continues to be tested by unstoppable technological developments. GAI, with both its positive and negative effects, has spread incredibly quickly to…
Descriptors: College Students, College Faculty, Teacher Attitudes, Student Attitudes
Matthew McGrievy – ProQuest LLC, 2024
The purpose of this descriptive research study was to evaluate the web-based practice experience tracking system at a school of public health (SPH) at a large southeastern university. Applied practice experiences (APEs) are a key component of public health education, and schools and programs of public health in the United States must provide…
Descriptors: College Faculty, College Students, Public Health, Health Education
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Li Jin; Dawei Shang – Interactive Learning Environments, 2024
Massive open online courses (MOOC) have become important in the learning process and have been adopted in higher education, especially during the COVID-19 pandemic. However, few studies investigated MOOC continuance intention (CI) for arts disciplines. Thus, an integrated framework was proposed based on the expectation-confirmation model (ECM) and…
Descriptors: Art Education, MOOCs, Computer System Design, Continuing Education
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Dan Sun; Azzeddine Boudouaia; Chengcong Zhu; Yan Li – International Journal of Educational Technology in Higher Education, 2024
ChatGPT, an AI-based chatbot with automatic code generation abilities, has shown its promise in improving the quality of programming education by providing learners with opportunities to better understand the principles of programming. However, limited empirical studies have explored the impact of ChatGPT on learners' programming processes. This…
Descriptors: Computer Science Education, Computer Software, Feedback (Response), Artificial Intelligence
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Muhammad Farrukh Shahzad; Shuo Xu; Iqra Javed – International Journal of Educational Technology in Higher Education, 2024
As technology continues to advance, the integration of generative artificial intelligence tools in various sectors, including education, has gained momentum. ChatGPT, an extensively recognized language model created by OpenAI, has gained significant importance, particularly in education. This study investigates the awareness, acceptance, and…
Descriptors: Artificial Intelligence, Computer Software, College Students, Student Attitudes
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Seth Ketron; Kristina Schatz; Darin Sullwold; Aaron Sackett; Kyle Goldschmidt – Marketing Education Review, 2025
Virtual reality (VR) learning is believed to increase focus, engagement, and emotional connection. To that end, we developed an immersive business case study in VR to teach essential business concepts. This paper outlines the process we followed to develop and launch the case in the hope that other institutions can use our process as a blueprint…
Descriptors: Computer Simulation, Business Education, Case Method (Teaching Technique), Usability
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Salah Zogheib – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to explore factors influencing engineering students' acceptance of the Google Classroom platform in communication skills courses to ensure more active engagement and better performance. Background: In response to the underutilization and hesitancy in adopting educational technologies, this study investigates the…
Descriptors: Learning Experience, Engineering Education, Computer Software, Computer Mediated Communication
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Rodríguez, C. A.; Valderrama, Steven; Vargas, David; Eliseo, Maria Amelia; Fracchia, Claudia Carina; Roa, Katherine – Journal of Educators Online, 2023
The different commercial and open-source LMSs do not support pre-built activities for students in Augmented Reality (AR). To solve this challenge, this work combines AR technology and the Moodle platform to enhance the capabilities to motivate students during the learning process. For this, we developed and configured an AR app to receive and…
Descriptors: Case Studies, Learning Management Systems, Computer Simulation, Student Motivation
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