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Jose Gamez; Oscar Villalobos; Youngjin Lee; Kinshuk – International Association for Development of the Information Society, 2025
As technology tools, such as MyOpenMath, MyLab Math, RStudio, and Python become increasingly integrated into college-level mathematics instruction, it is essential to understand how students perceive and interact with these platforms. Many students struggle with confidence using computers and anxiety, which can hinder their ability to fully engage…
Descriptors: Measures (Individuals), Questionnaires, Student Attitudes, Technology Uses in Education
Maria M. Swanepoel; Gary W. Collins – International Journal of Education and Development using Information and Communication Technology, 2025
Despite the widespread use of electronic accounting systems in professional practice, South African accounting education often lags, with teachers frequently prioritising manual accounting skills over the integration of Computer-Aided Learning (CAL). This reliance on traditional methods, potentially shaped by a complex combination of internal and…
Descriptors: Foreign Countries, Accounting, Private School Teachers, Teacher Attitudes
Chih-Chang Yu; Leon Yufeng Wu – Educational Technology & Society, 2024
This study presents a new blended learning model that combines a computer-assisted learning system called Cognitive Apprenticeship Programming Learning System (CAPLS) with instructor co-teaching in an introductory programming course. CAPLS, as its unique aspect, functions as a master in cognitive apprenticeship, guiding learners throughout their…
Descriptors: Programming, Computer Science Education, College Entrance Examinations, Mathematics Tests
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Hariyanto, Didik; Triyono, Moch. Bruri; Köhler, Thomas – Knowledge Management & E-Learning, 2020
One of the advanced technologies in e-learning deals with the systems' ability to fit the students' preferences. It emerged based upon the common conception that every person has different learning style. However, despite the many options of learning style models toward using personalized elearning, there are considerable challenges to assess the…
Descriptors: Usability, Electronic Learning, Individualized Instruction, Computer Assisted Instruction
Tafazoli, Dara; Gómez Parra, Mª Elena; Huertas Abril, Cristina A. – Teaching English with Technology, 2018
The purpose of this study was to compare the attitude of Iranian and non-Iranian English language students' attitudes towards Computer-Assisted Language Learning (CALL). Furthermore, the relations of gender, education level, and age to their attitude are investigated. A convergent mixed methods design was used for analyzing both quantitative and…
Descriptors: Cross Cultural Studies, Student Attitudes, Computer Assisted Instruction, Computer Attitudes
Edward Osang Ayuk – ProQuest LLC, 2021
The purpose of this study was to identify differences in metacognitive and self-regulated learning strategies used by students in a self-paced, computer-based developmental mathematics program (DMP) and how these strategies accounted for differences in persistence and performance observed among the students. Five research questions guided the…
Descriptors: Metacognition, Self Management, Computer Assisted Instruction, Developmental Studies Programs
Trace, Jonathan; Brown, James Dean; Rodriguez, Julio – CALICO Journal, 2018
This study examines how technology is perceived by different stakeholder groups in The Language Flagship programs. We administered questionnaires to three stakeholder groups: 14 directors, 34 instructors, and 100 learners at a variety of institutions with three goals: (a) to investigate what technologies the directors, instructors, and learners…
Descriptors: Stakeholders, Computer Assisted Instruction, Second Language Instruction, Administrator Attitudes
Yeom, Soonja; Choi-Lundberg, Derek L.; Fluck, Andrew Edward; Sale, Arthur – Interactive Technology and Smart Education, 2017
Purpose: This study aims to evaluate factors influencing undergraduate students' acceptance of a computer-aided learning resource using the Phantom Omni haptic stylus to enable rotation, touch and kinaesthetic feedback and display of names of three-dimensional (3D) human anatomical structures on a visual display. Design/methodology/approach: The…
Descriptors: Undergraduate Students, Tactual Perception, Computer Assisted Instruction, Anatomy
Duren, Dustin; Layne, Todd Estel; Bray, Niki; Irwin, Carol C. – Physical Educator, 2021
As time transforms education, methodology also needs to adapt to course instruction. However, instructors face a challenge to be effective while meeting each student's learning needs. One such need for students today is the implementation of technological approaches to learning. The purpose of this study was to determine the perceptions of a new…
Descriptors: Individualized Instruction, Instructional Innovation, Technology Uses in Education, Teacher Attitudes
Yue Zhang; Guangxiang Liu – Computer Assisted Language Learning, 2024
Informal digital learning of English (IDLE) is an increasingly important subfield of inquiry in Computer-Assisted Language Learning (CALL) for its concentration on the language learning practices of the digital native EFL students in out-of-class contexts. Attention in mainstream research of IDLE has been directed to (meta)cognition, learning…
Descriptors: Informal Education, English (Second Language), Second Language Learning, Second Language Instruction
Lan, Yu-Ju; Liao, Chia-Ying – Innovation in Language Learning and Teaching, 2018
The study aimed at enhancing Chinese as a second language (CSL) students' listening comprehension by using authentic contexts in Second Life (SL). Twenty-seven CSL students from 4 countries participated in the 6-week study. A within-subject design was adopted to confirm the effects of 3D immersive experiences on CSL students' listening…
Descriptors: Listening Comprehension, Second Language Learning, Second Language Instruction, Interviews
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Zsoldos-Marchis, Iuliana – Acta Didactica Napocensia, 2017
Computers became an important tool in most of the working places. Also, children today grow with different technological devices around, they start to use them from very early ages. Thus Education should integrate these technological devices from more purposes: they are attractive for children, they need to learn how to use them properly and…
Descriptors: Preschool Education, Elementary Education, Student Attitudes, Computer Attitudes
Sara Sadat Hosseini; Hassan Soleimani; Fatemeh Hemmati; Jafar Afshinfar – Iranian Journal of Language Teaching Research, 2025
From the complex dynamic systems theory perspective, evaluating CALL pedagogy involves miscellaneous variables. It seems the ecosystem of the CALL environment necessitates an array of extralinguistic (Ecolinguistically situated) issues to be considered in any appraisal of the CALL milieu. To this end, this paper aims to develop and validate a…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Factor Analysis

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