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Showing 1 to 15 of 29 results Save | Export
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Irum Naz; Rodney Robertson – Electronic Journal of e-Learning, 2024
This study explores the feasibility of using AI technology, specifically ChatGPT-3, to provide reliable, meaningful, and personalized feedback. Specifically, the study explores the benefits and limitations of using AI-based feedback in language learning; the pedagogical frameworks that underpin the effective use of AI-based feedback; the…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Feedback (Response)
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Niklas Humble; Jonas Boustedt; Hanna Holmgren; Goran Milutinovic; Stefan Seipel; Ann-Sofie Östberg – Electronic Journal of e-Learning, 2024
Artificial Intelligence (AI) and related technologies have a long history of being used in education for motivating learners and enhancing learning. However, there have also been critiques for a too uncritical and naïve implementation of AI in education (AIED) and the potential misuse of the technology. With the release of the virtual assistant…
Descriptors: Cheating, Artificial Intelligence, Technology Uses in Education, Computer Science Education
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Fernando Castelló-Sirvent; Vanessa Roger-Monzó; Ricardo Gouveia-Rodrigues – Electronic Journal of e-Learning, 2024
In recent years, academic interest in new developments in Artificial Intelligence (AI) and its ethical challenges in higher education has increased. The new emerging technologies that have become popular among the university community in recent times require an exhaustive study to evaluate their impact on academic integrity and plagiarism. The…
Descriptors: Ethics, Higher Education, Artificial Intelligence, Computer Software
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Luciana Oliveira; Célia Tavares; Artur Strzelecki; Manuel Silva – Electronic Journal of e-Learning, 2025
As generative artificial intelligence tools like ChatGPT become increasingly integrated into educational environments, understanding their impact on critical thinking is crucial. Despite growing concerns about AI's potential to diminish students' independent reasoning, there is a lack of research tools specifically designed to evaluate students'…
Descriptors: Critical Thinking, Artificial Intelligence, Computer Software, Technology Integration
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Ferdiánová, Vera – Electronic Journal of e-Learning, 2017
"The use of e-learning and modern technologies is an integral part of teaching descriptive geometry" (Rankowski and Minaruth, 1979). Teachers often create Flash animations, websites and other interactive materials for their students using special tools and software; e.g. Cabri, GeoGebra or Construct 3D (García et al, 2007). There is an…
Descriptors: Integrated Learning Systems, Geometry, Educational Technology, Technology Uses in Education
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Asnawi Muslem; Faisal Mustafa; Ruhul Reffina Rahayu; Eridafithri – Electronic Journal of e-Learning, 2024
Google Classroom has been frequently used as an e-learning platform to substitute for Learning Management System (LMS), and the use of its features (Classwork, Stream, People, etc.) varies among teachers with different goals, focuses, and familiarity. However, research has not addressed how the selection of Google Classroom features affects…
Descriptors: Computer Software, Virtual Classrooms, Teaching Methods, English (Second Language)
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Tan, Qing; Chang, William; Kinshuk – Electronic Journal of e-Learning, 2015
AR technology can be considered as mainly consisting of two aspects: identification of real-world object and display of computer-generated digital contents related the identified real-world object. The technical challenge of mobile AR is to identify the real-world object that mobile device's camera aim at. In this paper, we will present a…
Descriptors: Educational Technology, Telecommunications, Simulated Environment, Computer Simulation
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Tang, Stephen; Hanneghan, Martin; Carter, Christopher – Electronic Journal of e-Learning, 2013
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
Descriptors: Models, Engineering, Instructional Design, Computer Games
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Adelabu, Folake Modupe; Makgato, Moses; Ramaligela, Manto Sylvia – Electronic Journal of e-Learning, 2019
The use of dynamic geometry computer software (DGCS) is important in educational environment, and it is more advantageous for learning mathematics comprehensively. This study examined the importance of dynamic geometry computer software on learners' performance in geometry. A quasi experimental, non-equivalent control group was used. The…
Descriptors: Geometry, Computer Software, Academic Achievement, Foreign Countries
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Greener, Sue; Wakefield, Craig – Electronic Journal of e-Learning, 2015
In this study Higher Education teachers were offered new mobile devices with very few conditions attached. The aim was to introduce staff to mobile technology and how it could be used to support teaching and learning within a small, interdisciplinary campus. The study hypothesized that by offering staff the simple incentive of new mobile devices…
Descriptors: College Faculty, Teacher Effectiveness, Self Efficacy, Technological Literacy
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Stevenson, Michael; Hedberg, John; Highfield, Kate; Diao, Mingming – Electronic Journal of e-Learning, 2015
In many K-12 and higher education contexts, the use of smart mobile devices increasingly affords learning experiences that are situated, authentic and connected. While earlier reviews of mobile technology may have led to criticism of these devices as being largely for consumption, many current uses emphasize creativity and productivity, with…
Descriptors: Information Technology, Technology Uses in Education, Criticism, Creativity
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Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education
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Onguko, Brown Bully – Electronic Journal of e-Learning, 2014
JiFUNzeni blended learning approach is a sustainable approach to provision of professional development (PD) for those in challenging educational contexts. JiFUNzeni approach emphasizes training regional experts to create blended learning content, working with appropriate technology while building content repositories. JiFUNzeni approach was…
Descriptors: Blended Learning, Faculty Development, Sustainability, Educational Technology
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Mettiäinen, Sari – Electronic Journal of e-Learning, 2015
The aim of this study was to determine nursing teachers' and students' attitudes to and experiences of using an electronic assessment and feedback tool in supervision of clinical training. The tool was called eTaitava, and it was developed in Finland. During the pilot project, the software was used by 12 nursing teachers and 430 nursing students.…
Descriptors: Foreign Countries, Nursing Education, Nursing Students, Feedback (Response)
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Fancott, Terrill; Kamthan, Pankaj; Shahmir, Nazlie – Electronic Journal of e-Learning, 2012
In recent years, user stories have emerged in academia, as well as industry, as a notable approach for expressing user requirements of interactive software systems that are developed using agile methodologies. There are social aspects inherent to software development, in general, and user stories, in particular. This paper presents directions and…
Descriptors: Computer Software, Web 2.0 Technologies, Internet, Social Networks
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