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Ahmad Affandi Supli; Xiaojing Yan – Education and Information Technologies, 2024
The primary goal of this research was to examine the impact of Augmented Reality (AR) based virtual interaction and physical interaction on the development of spatial skills in Xining Qinghai, China's primary school students (aged 8 to 10). The research was conducted in a public-school setting with 54 participants using a quasi-experimental…
Descriptors: Computer Simulation, Educational Technology, Computer Mediated Communication, Interaction
Arantes, Janine Aldous; Vicars, Mark – Qualitative Research Journal, 2023
Purpose: The purpose of this paper is to examine how automation in the ever-changing technological landscape is increasing integrated into, and has become a significant presence in, our personal lives. Design/methodology/approach: Through post qualitative inquiry, the authors provide a contemplation of automation and its effect on creativity, as a…
Descriptors: Automation, Creativity, Computer Mediated Communication, Interaction
Leah Hardesty – ProQuest LLC, 2023
This qualitative research study explored levels of social presence in Second Life (virtual world) associated with phases of knowledge construction. The study explored images and data collected from users at two discussion-based activities. The findings revealed the three levels of social presence, according to the Interactional Process Model of…
Descriptors: Learning, Computer Simulation, Interpersonal Relationship, Interaction
Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
Seyma Yildirim-Erbasli; Okan Bulut; Carrie Demmans Epp; Ying Cui – Educational Technology Research and Development, 2025
Conversational agents have been designed to improve instruction quality and support student learning. In addition to their instructional use, they can be incorporated into assessment--conversation-based assessment (CBA). This study primarily introduces a CBA with selected-response and constructed-response tests as a formative assessment tool for…
Descriptors: Higher Education, Artificial Intelligence, Computer Mediated Communication, Technology Uses in Education
Mitzi J Ritzman; Roma Subramanian – Autism: The International Journal of Research and Practice, 2024
This study investigated the benefits and challenges of computer-mediated communication use among a sample of young adults who identify with the autism spectrum via semistructured interviews. The interviews revealed that participants enjoyed using computer-mediated communication technologies (e.g. Discord, Facebook, Steam, and Zoom) to fulfill…
Descriptors: Autism Spectrum Disorders, Young Adults, Computer Mediated Communication, Program Effectiveness
Oumaima Derouech; Hamid Hrimech; Mohamed Lachgar; Mohamed Hanine – Journal of Information Technology Education: Research, 2024
Aim/Purpose: The purpose of this research is to evaluate the available literature on Collaborative Virtual Environments (CVEs). It aims to investigate the impacts, guiding principles, and problems of CVEs, giving light to their revolutionary potential in a variety of sectors, such as education, healthcare, and gaming. Background: CVEs have…
Descriptors: Computer Simulation, Environment, Design, Barriers
Matilda Ståhl; Katri Hansell; Sandra Bäck; Mattias Wingren – International Journal of Game-Based Learning, 2025
Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these…
Descriptors: Video Games, Cooperative Learning, Interaction, Children
Omer Demir; Sinan Keskin; Murat Cinar – Journal of Computing in Higher Education, 2025
Pervasive internet use in higher education has rendered social anxiety a lesser problem in circumventing interactions. However, the attenuation of vitality in interactions still remains a contentious issue, especially in asynchronous online discussions. This study aims to elucidate how anonymity and social presence affect the relationship between…
Descriptors: Anxiety, Interaction, Asynchronous Communication, Computer Mediated Communication
Gina L. Solano; Jennifer Miller – Journal of Educational Research and Practice, 2025
Due to the isolation of asynchronous learning, online university students face challenges that can impact performance, increase anxiety, and lead to dropout. This study explores the use of communication apps, such as WhatsApp, Nectir, and GroupMe, to enhance engagement, peer socialization, and learning in graduate-level online courses across New…
Descriptors: Asynchronous Communication, Online Courses, Technology Uses in Education, Interpersonal Communication
Bodong Chen; Zixi Chen – Education and Information Technologies, 2024
Web annotation environments are widely used in education based on the premise that student interaction in these environments benefits individual and group learning. However, there is little research on factors driving student interaction in web annotation activities. In this study we asked: What dynamics could explain social interaction among…
Descriptors: College Students, Internet, Documentation, Computer Mediated Communication
Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
Ferreira, Deller James; Melo, Tatiane F. N.; Berretta, Luciana Oliveira – International Journal of Information and Communication Technology Education, 2021
Previous research points that computer-supported collaborative learning is an educational approach that suits blind students, because they have high verbal capacity. The authors believe that both sighted and blind students may gain from knowledge sharing, transactions on collaborative tasks, and being aware of distinct cognitive aspects, ideas,…
Descriptors: Blindness, Computer Graphics, Computer Mediated Communication, Cooperative Learning
Kuhail, Mohammad Amin; Alturki, Nazik; Alramlawi, Salwa; Alhejori, Kholood – Education and Information Technologies, 2023
Chatbots hold the promise of revolutionizing education by engaging learners, personalizing learning activities, supporting educators, and developing deep insight into learners' behavior. However, there is a lack of studies that analyze the recent evidence-based chatbot-learner interaction design techniques applied in education. This study presents…
Descriptors: Educational Technology, Computer Mediated Communication, Artificial Intelligence, Technology Uses in Education
Hallam, Kelly Forbes – International Journal of Social Research Methodology, 2022
The observations in this paper follow online focus group research involving mothers who play video games as a leisure pursuit. The study utilised an online focus group method within a custom online forum which split the forum into small virtual rooms, replicating small face-to-face focus groups in an online environment. The primary objective of…
Descriptors: Focus Groups, Mothers, Video Games, Leisure Time

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