Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Education and Information… | 5 |
Author
Publication Type
Journal Articles | 5 |
Reports - Research | 4 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Location
Japan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Lemay, David John; Basnet, Ram B.; Doleck, Tenzin – Education and Information Technologies, 2022
Open-source software movement presents a viable alternative to commercial operating systems. Linux-based operating systems are freely available and a competitive option for computer users who want full control of their computer software. Thus, it is relevant to inquire on how the open-source movement might influence user technology switching…
Descriptors: Open Source Technology, Computer Software, Intention, Influences
Sotirios Karanasios; Marina Papastergiou – Education and Information Technologies, 2024
Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in…
Descriptors: Learning Activities, Educational Games, Learning Management Systems, Telecommunications
Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
Wang, Qiao – Education and Information Technologies, 2022
This study searched for open-source semantic similarity tools and evaluated their effectiveness in automated content scoring of fact-based essays written by English-as-a-Foreign-Language (EFL) learners. Fifty writing samples under a fact-based writing task from an academic English course in a Japanese university were collected and a gold standard…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Scoring
Mukala, Patrick; Cerone, Antonio; Turini, Franco – Education and Information Technologies, 2017
Free\Libre Open Source Software (FLOSS) environments are increasingly dubbed as learning environments where practical software engineering skills can be acquired. Numerous studies have extensively investigated how knowledge is acquired in these environments through a collaborative learning model that define a learning process. Such a learning…
Descriptors: Open Source Technology, Learning Activities, Computer Software, Learning Processes