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Salinas-Herrera, Jesús; Salinas-Hernández, Ulises – Canadian Journal of Science, Mathematics and Technology Education, 2022
This study investigates the support provided using technology for learning the notion of normal distribution in high school students through the implementation of a teaching experiment. A strategy was designed and implemented using Fathom software as the main teaching resource. Data analysis focused on the role of the use of technology in student…
Descriptors: High School Students, Technology Uses in Education, Computer Software, Computer Assisted Instruction
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April Murphy; Steve Ritter – Grantee Submission, 2022
Large-scale, classroom-based experiments using adaptive instructional software pose somewhat unique challenges for experimental design and deployment. One reason for this is that adaptive software allows students to advance through the curriculum at different rates and encounter content at different times, meaning that content targeted for…
Descriptors: Educational Experiments, Assistive Technology, Computer Software, Computer Assisted Instruction
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Ali Alsaawi; Mohammad Almoaily; Fahad Almulhim; Nesreen Alahmadi; Hamza Alshenqeeti – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Artificial intelligence (AI) is one of the fastest growing technologies today. Its extraordinary scope and capabilities have led people of all ages and abilities to employ it in many of their activities. Language learning is a lifetime experience that could benefit from the use of AI and thus it is worth exploring people's awareness of this…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
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Bülbül, Buket Özüm; Güler, Mustafa – E-Learning and Digital Media, 2023
Geometric habits of mind (GHoM) are the approaches that individuals use to solve geometry problems. This study aimed to determine the effect of dynamic geometry software (DGS) in activating the GHoM of pre-service mathematics teachers. The study was conducted with six teacher candidates who were enrolled in a semester-long course titled…
Descriptors: Cognitive Processes, Problem Solving, Geometry, Computer Software
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Mimi Li – International Journal of Computer-Assisted Language Learning and Teaching, 2024
This paper discusses the increasingly prominent role of ChatGPT in providing feedback and assessment for L2 writing in the digital age. It reviews representative studies that address five research strands about the use of ChatGPT in L2 writing contexts. After a critical evaluation of the existing literature, the author extensively explains four…
Descriptors: Second Language Learning, Feedback (Response), Evaluation, Artificial Intelligence
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Koole, Marguerite; Morin, Randy; Lewis, Kevin; Dreaver-Charles, Kristine; Deters, Ralph; Vassileva, Julita; Lewis, Frank B. W. – International Journal of Mobile and Blended Learning, 2023
This paper outlines the design, development, and preliminary usability study of a system comprising (1) a web-based Indigenous lesson-creation interface and (2) an accompanying mobile app for studying the lessons. The Nisotak project was developed in response to the need for the preservation of Indigenous languages and to support reconciliation…
Descriptors: Computer Software, Computer Assisted Instruction, American Indian Languages, Lesson Plans
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Diego Airado-Rodri´guez; David Mun~oz de la Pen~a; Isabel Dura´n-Mera´s; Jaime Domi´nguez Manzano; Arsenio Mun~oz de la Pen~a – Journal of Chemical Education, 2022
In this paper, the development of an automatic assessor is presented, both in MATLAB and in Excel, for an analytical exercise. In particular, the emulation of an interlaboratory exercise, using the analytical determination of phosphorus in a dry detergent, carried out in the laboratory by different groups of students, was selected as a case of…
Descriptors: Electronic Learning, Chemistry, Evaluation Methods, Computer Assisted Instruction
Ethan Prihar; Adam Sales; Neil Heffernan – Grantee Submission, 2023
This work proposes Dynamic Linear Epsilon-Greedy, a novel contextual multi-armed bandit algorithm that can adaptively assign personalized content to users while enabling unbiased statistical analysis. Traditional A/B testing and reinforcement learning approaches have trade-offs between empirical investigation and maximal impact on users. Our…
Descriptors: Trust (Psychology), Learning Management Systems, Learning Processes, Algorithms
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Mayhew, Emma – Journal of Political Science Education, 2019
Students within higher education increasingly expect a teaching and learning environment which makes effctive use of technology enhanced learning and respond particularly well to information delivered using a visual medium. One way in which colleagues have responded is through the increased use of new, free presentation software. This review…
Descriptors: College Students, Computer Software, Computer Uses in Education, Learner Engagement
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Jodi M. Tommerdahl; Chrystal Sapphire Dragonflame; Amanda A. Olsen – Computer Assisted Language Learning, 2024
A systematic review examining the efficacy of commercially available foreign language-learning apps (FLL) was completed. A database search of ERIC, PsychINFO, and LearnTechLib produced 1,786 journal articles. After applying specific inclusion and exclusion criteria based on Burston's seminal study (2015) requiring a minimum number of 10…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
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Yüksel Emre Harmanbasi; Rezan Yilmaz – Online Submission, 2024
Circle and disc are fundamental concepts introduced in middle school, forming the basis for many other mathematical ideas. Students often face challenges in comprehending circles, discs, and their basic elements. This research examines the processes of sixth-grade students in constructing circles, discs, and their essential components within a…
Descriptors: Grade 6, Middle School Students, Mathematics Skills, Mathematical Concepts
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Matthew Mauntel; Michelle Zandieh – International Journal of Research in Undergraduate Mathematics Education, 2024
In this article we analyze how students reason about linear combinations across multiple digital environments. We present the work of three groups of undergraduate students in the Southeast United States (US) who were considered ready to take linear algebra. The students played the game "Vector Unknown," reflected upon aspects of their…
Descriptors: Video Games, Algebra, Mathematics Instruction, Teaching Methods
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Mufidah Firzanah Mihat – Journal of Science and Mathematics Education in Southeast Asia, 2024
The digital era's technological transformation has a wide range of beneficial effects on the science learning process. Game-based learning (GBL) is the use of game design ideas to learn about some topic while pupils are striving to do their best in the process. This study was carried out with the help of Educaplay apps ("Identify Me…
Descriptors: Science Education, Computer Software, Grade 4, Elementary School Students
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Shamini Shetye – Studies in Applied Linguistics & TESOL, 2024
The recent advancement in technology has attracted learners' attention worldwide to Generative Artificial Intelligence (GenAI) for educational purposes. While GenAI has shown promising results for general language purposes (Godwin-Jones, 2023; Xiao & Zhi, 2023), the potential of GenAI for language learning has not been fully explored. This…
Descriptors: Artificial Intelligence, Computer Software, Second Language Learning, Second Language Instruction
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Azimi, Esmaeil; Jafari, Leila; Mahdavinasab, Yousef – Education and Information Technologies, 2023
This study employed the design-based research (DBR) methodology to explore how to design instructional prompts integrated into a computer-based cognitive tool, GeoGebra, for gifted mathematics education. This study was divided into two iterative research phases lasting for 3 semesters, in which differentiating the instructional prompts for gifted…
Descriptors: Design, Computer Assisted Instruction, Prompting, Educational Technology
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