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Rakib, Muhammad; Azis, Muhammad; Azis, Fajriani; Sanusi, Dian Anugrah – Pegem Journal of Education and Instruction, 2023
This study aims to analyze the influence of Self-Leadership, Self-Efficacy on students' entrepreneurship creativity using digital-based applications in managing online businesses. This study uses a quantitative approach and the type of comparative causal research. The population of this research is all students of Makassar State University who are…
Descriptors: Self Efficacy, Business Administration Education, Online Courses, Entrepreneurship
Bang, Hee Jin; Li, Linlin; Flynn, Kylie – Early Childhood Education Journal, 2023
This study investigates whether using My Math Academy, which provides personalized content and adaptive embedded assessments to support existing curricula, can improve learning outcomes and engagement for kindergarten and first grade students (N = 505 treatment, 481 control). Findings indicate that students using My Math Academy made significant…
Descriptors: Mathematics Instruction, Computer Software, Learning Motivation, Learner Engagement
Fatma Ceylan; Saime Erol – Journal of School Nursing, 2024
This study aims to demonstrate the effect of a transtheoretical model (TTM)-based physical activity program on the exercise behavior of adolescents using WhatsApp. The study was conducted with high school students (N = 185) in a pre-/posttest, quasi-experimental design. TTM-based text messages were sent to the intervention group (n = 95) over…
Descriptors: Physical Activity Level, Computer Software, Metabolism, Comparative Analysis
Fatimah H. Aldeeb; Omar M. Sallabi; Monther M. Elaish; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: This paper examines the use of augmented reality (AR) as a concept-association tool in schools, with the aim of enhancing primary school students' learning outcomes and engagement. Conflicting findings exist in previous studies regarding the cognitive load of AR-enriched learning, with some reporting reduced load and others indicating…
Descriptors: Artificial Intelligence, Computer Software, Teaching Methods, Learning Processes
Bunyamin Celik; Yunus Yildiz; Saban Kara – Australian Journal of Applied Linguistics, 2025
Expressing thoughts and feelings efficiently is fundamental in daily, academic, and professional life. Accordingly, self-efficacy beliefs play pivotal roles in shaping learners' speaking performance through various dimensions. Higher education institutions assume responsibility for boosting students' speaking self-efficacy, thereby contributing to…
Descriptors: Self Efficacy, English (Second Language), Second Language Instruction, Second Language Learning
Min-Chi Chiu; Gwo-Jen Hwang; Lu-Ho Hsia; Fong-Ming Shyu – Interactive Learning Environments, 2024
In a conventional art course, it is important for a teacher to provide feedback and guidance to individual students based on their learning status. However, it is challenging for teachers to provide immediate feedback to students without any aid. The advancement of artificial intelligence (AI) has provided a possible solution to cope with this…
Descriptors: Art Education, Artificial Intelligence, Teaching Methods, Comparative Analysis
Elif Sari; Turgay Han – Journal of Computer Assisted Learning, 2024
Background: With the growing trend of integrating technology into teaching environments, using Automated Writing Evaluation (AWE) in writing instruction has been extensively studied over the last two decades. The studies on AWE mostly investigated its impact on students' writing proficiencies and revealed conflicting results. However, very few…
Descriptors: Writing Evaluation, Second Language Learning, Second Language Instruction, English (Second Language)
Hyeseong Lee; Seung H. Kim; Hae Min Yu – International Journal on E-Learning, 2024
Despite the benefits of teaching computational thinking (CT) and applying coding tools in schools, many teachers feel unprepared to use these technologies. Hence, we introduced CT concepts and coding tools to pre-service teachers (n=36; 17 in online class and 19 in in-person class), equipping them with digital competencies through activities with…
Descriptors: Coding, Mathematics Instruction, Pedagogical Content Knowledge, Faculty Development
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Eghterafi, Wadi; Tucker, Mary C.; Zhang, Icy; Son, Ji Yun – Online Learning, 2022
In this study, we examined the effect of video-based feedback designed to highlight a peer engaging in effective thinking processes on self-efficacy beliefs and learning outcomes (performance on a delayed quiz). Students in an introductory statistics course participated in an online learning activity where they received feedback in one of three…
Descriptors: Feedback (Response), Mastery Learning, Self Efficacy, Teaching Methods
Tokmak, Ahmet; Yilmaz, Ali; Seker, Mustafa – Education Quarterly Reviews, 2022
This study aims to investigate the effect of using the Harezmi education model, which has been widely used in Turkey in recent years, in social studies teaching regarding computational thinking skills. Interviews were held with students and teachers seven months after the applications to determine the conceptual knowledge levels of students for…
Descriptors: Thinking Skills, Teaching Methods, Teacher Attitudes, Student Attitudes
van der Meij, Hans; van der Meij, Jan; Voerman, Tessa; Duipmans, Evert – Educational Technology Research and Development, 2018
Video tutorials for software training are becoming more and more popular, but their construction and effectiveness is understudied. This paper presents a theoretical model that combines demonstration-based training (DBT) and multimedia learning theory as a framework for design. The study investigated the effects of video tutorials on motivation,…
Descriptors: Video Technology, Tutorial Programs, Computer Software, Models
van Halema, Nicolette; van Klaveren, Chris; Drachsler, Hendrik; Schmitz, Marcel; Cornelisz, Ilja – Frontline Learning Research, 2020
For decades, self-report instruments -- which rely heavily on students' perceptions and beliefs -- have been the dominant way of measuring motivation and strategy use. Event-based measures based on online trace data arguably has the potential to remove analytical restrictions of self-report measures. The purpose of this study is therefore to…
Descriptors: Independent Study, Learning Motivation, Learning Strategies, Student Behavior
Kelley, Todd R.; Knowles, J. Geoffery; Holland, Jeffrey D.; Han, Jung – International Journal of STEM Education, 2020
Background: Teachers can have a significant impact on student interest and learning in science, technology, engineering, and math (STEM) subjects and careers. Teacher self-efficacy can also significantly affect student learning. Researchers investigated the effects of teacher professional development and integrated STEM curriculum development on…
Descriptors: STEM Education, Communities of Practice, Curriculum Development, Faculty Development
Trabelsi, Zouheir; Al Matrooshi, Mohammed; Al Bairaq, Saeed; Ibrahim, Walid; Masud, Mohammad M. – Education and Information Technologies, 2017
As mobile devices grow increasingly in popularity within the student community, novel educational activities and tools, as well as learning approaches can be developed to get benefit from this prevalence of mobile devices (e.g. mobility and closeness to students' daily lives). Particularly, information security education should reflect the current…
Descriptors: Telecommunications, Handheld Devices, Student Interests, Best Practices
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