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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
Moore, Pamela Richardson – ProQuest LLC, 2012
An understanding of school administrators' personal innovativeness relative to technology acceptance is essential to the implementation of technology programs. School administrators serve as visionary instructional leaders whose beliefs about technology impact technology integration at their schools. The purpose of the "ex post…
Descriptors: Administrators, Computer Attitudes, Correlation, Measures (Individuals)
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 12th International Conference on Mobile Learning 2016, which was organized by the International Association for Development of the Information Society, in Vilamoura, Algarve, Portugal, April 9-11, 2016. The Mobile Learning 2016 Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Foreign Countries, Conferences (Gatherings), Conference Papers, Telecommunications
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Clark, Caleb John – TechTrends, 2000
Defines a "geek" as a person in love with technology, computers, and the Internet, and suggests ways that technology-training professionals can discover their "inner geek" to improve their ability to design appropriate learning and performance systems. Presents actions to take and examples for game playing; exploring; embracing technology;…
Descriptors: Computer Attitudes, Computer Literacy, Computer Oriented Programs, Computer Software
Wang, Yu-mei; Holthaus, Patricia – 1997
This study was designed to investigate the use of computers by student teachers in their practicums. Student teachers (n=120) in two public universities in the United States answered a questionnaire that covered: the manner and frequency of computer use, student teachers' perception of their training, their attitudes toward the role of the…
Descriptors: College Curriculum, Computer Attitudes, Computer Literacy, Computer Oriented Programs
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Gurney, Penelope J. – McGill Journal of Education, 1996
Describes a pilot project incorporating extensive use of computers in mathematics instruction. Test scores and homework from this group were compared with a group that did not use computers. Results were inconclusive and only revealed a shortage of appropriate instructional software. (MJP)
Descriptors: Computer Assisted Instruction, Computer Attitudes, Computer Networks, Computer Oriented Programs
Altman, Don – 1996
This book describes the newest jobs for which people should train and prepare, as well as exploring where the United States is going as a country, a society, and a people. It is designed to help new job seekers as well as veteran workers find a place in the new wave of work, the "digital frontier." The book is organized in two sections. Section I…
Descriptors: Adults, Advertising, Computer Attitudes, Computer Networks