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Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
Joseph Lobo; Genesis Dimalanta; Conrad Buerkley; Susan Manuel; Amiel Alfonso; Celter Cris Torres; Gerald Suba – Journal of Educators Online, 2025
This study adapted Davis' (1989) Technology Acceptance Model (TAM) to investigate what influences students' attitudes on using Microsoft Teams (MS Teams) as a learning tool for Physical Education (PE). Partial Least Square-Structural Equation Modeling (PLS-SEM) analysis of survey responses from 1,916 Mabalacat City College students enrolled in an…
Descriptors: Physical Education, Computer Software, Instructional Effectiveness, Computer Uses in Education
Thinley Wangdi; Karma Sonam Rigdel – Journal of Education for Teaching: International Research and Pedagogy, 2025
This qualitative study explored the factors that influence teachers' behavioural intention (BI) to use ChatGPT for teaching. The data was collected from 214 Bhutanese teachers using open-ended questions and interviews. The thematic analysis revealed four key factors that are likely to influence teachers' BI to use ChatGPT in the context. These…
Descriptors: Teacher Attitudes, Intention, Artificial Intelligence, Computer Software
Kamil Çelik; Ahmet Ayaz – Educational Technology Research and Development, 2025
Technological advancements in recent years have accelerated the development of information and communication technologies, introducing numerous innovations. One prominent innovation is the concept of the metaverse, which has gained significant popularity and is increasingly influencing various sectors, including the economy, art, entertainment,…
Descriptors: Artificial Intelligence, Technology Uses in Education, Intention, Computer Science Education
Genady Kogan; Hadas Chassidim; Irina Rabaev – Educational Technology Research and Development, 2024
The main goal of this study was to evaluate the impact of an animation and visualization of data structures (AVDS) tool on both perceptions and objective test performance. The study involved a rigorous experiment that assessed the usability, acceptability, and effectiveness of the AVDS tool in solving exercises. A total of 78 participants…
Descriptors: Animation, Teaching Methods, Instructional Effectiveness, Learning Experience
Myunghwan Hwang; Eunmi Lee; Hee-Kyung Lee – English Teaching, 2025
This research, grounded in the extended technology acceptance model, aimed to explore the relationships among factors influencing Korean EFL learners' acceptance of ChatGPT for English learning in a voluntary usage context. To this end, a questionnaire was distributed to college students who had used ChatGPT for language learning, utilizing a…
Descriptors: English (Second Language), Second Language Learning, Technology Uses in Education, Computer Software
Loo, Michelle – ProQuest LLC, 2023
Based on the Technology Acceptance Model (TAM) (Davis et al., 1989), this research examines the variables of perceived usefulness and perceived ease of use as predictors of video creation usage after software training. To gain a comprehensive understanding of the technology adoption process, the study also employed the Learning Adoption Trajectory…
Descriptors: Value Judgment, Usability, Predictor Variables, Computer Software
Sherina Dimo; Harly Israel Bandojo; Kristia Estilo; Joeven Abalayan; Michael Achas; Joseph Lobo – Journal of Educators Online, 2024
The present study intends to investigate the determinants influencing students' behavioral intention and use of Google Classroom as an instrument for enhancing the learning experience in the domain of physical education. This investigation employed the Technology Acceptance Model (TAM) as a conceptual framework. The results revealed that perceived…
Descriptors: Student Behavior, Intention, Computer Software, Physical Education
Olumide Ojo – International Journal of Education and Development using Information and Communication Technology, 2024
This study explores factors influencing Nigerian Higher Education students to adopt ChatGPT in learning. Using the technology acceptance model (TAM), this research aims to identify the key factors influencing the behavioural intentions of Nigerian undergraduate students to adopt ChatGPT in their academic pursuits. This study's theoretical…
Descriptors: Foreign Countries, Artificial Intelligence, Technology Uses in Education, Undergraduate Students
Azzeddine Boudouaia; Samia Mouas; Bochra Kouider – Journal of Educational Computing Research, 2024
The field of computer-assisted language learning has recently brought about a notable change in English as a Foreign Language (EFL) writing. Starting from October 2022, students across different academic fields have increasingly depended on ChatGPT-4 as a helpful resource for addressing particular challenges in EFL writing. This study aimed to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Teaching Methods
Al Enezi, Dalal F.; Al Fadley, Anam A.; Al Enezi, Ebrahim G. – International Education Studies, 2022
The research and data aim to (a) examine instructors' evaluation of Microsoft Teams as reflected in their teaching at the Public Authority for Applied Education and Training (PAAET) and (b) identify significant correlation between three determinants of the Technology Acceptance Model: perceived usefulness (PU), perceived ease of use (PEOU), and…
Descriptors: Teacher Attitudes, Computer Mediated Communication, Computer Software, Usability
K. Keerthi Jain; J. N. V. Raghuram – Education and Information Technologies, 2024
This research delves into the multifaceted landscape of various factors that influence the adoption of Generation-Artificial Intelligence (Gen-AI) in Higher Education. By employing a comprehensive framework that includes perceived risk, perceived ease of use, usefulness, Technological Pedagogical Content Knowledge (TPACK), and trust, the study…
Descriptors: Prediction, Artificial Intelligence, Technological Literacy, Pedagogical Content Knowledge
Arpaci, Ibrahim; Masrek, Mohamad Noorman; Al-Sharafi, Mohammed A.; Al-Emran, Mostafa – Education and Information Technologies, 2023
The association between information management and cloud computing has been supported substantially in the existing literature. However, little is known about the role of national culture in this relationship. Accordingly, this study aims to investigate the role of national culture in the relationship between information management and the…
Descriptors: Internet, Computer Software, Computers, Users (Information)
Ahmed Farouk Kineber; Nehal Elshaboury; Sherif Mostafa; Ahmed Abdiaziz Alasow; Mehrdad Arashpour – International Journal of Educational Management, 2024
Purpose: The engineering courses offered in Somali universities attract many students, ranging between 300 and 500 every semester, making the management and delivery of the course challenging. The increasing popularity of massive open online courses (MOOCs) has led to rapid growth in enrollment, posing difficulties in effectively managing and…
Descriptors: MOOCs, Foreign Countries, Universities, Learning Experience
Yau, Hon Keung; Chan, Chui Fan – Turkish Online Journal of Educational Technology - TOJET, 2023
Simulation software has been integrated into education delivery process in order to provide an effective learning environment for students such as FlexSim and Arena. This study investigated Hong Kong engineering students' help-seeking perception and attitudes towards learning simulation software at their university education institution. Students…
Descriptors: Engineering Education, College Students, Computer Simulation, Educational Technology
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