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Kim, Heyoung; Yang, Hyejin; Shin, Dongkwang; Lee, Jang Ho – Language Learning & Technology, 2022
The purpose of this article is to set out the design principles and architecture of a second language (L2) learning voice chatbot. Building on L2 acquisition theories and chatbot research, in this article, we report on a South Korean government-funded longitudinal project in which we designed and developed a chatbot called "Ellie".…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
Argyropoulos, Vassilios; Paveli, Afroditi; Nikolaraizi, Magda – Education and Information Technologies, 2019
The present study is characterized as pilot and investigates the impact that different aural renderings have on blind individuals' comprehension. In specific, the present research attempts to compare the effective or active listening of participants with blindness when they use different media; that is, digital talking scripts through synthetic…
Descriptors: Blindness, Teaching Methods, Educational Technology, Computer Software
Wang, Elaine Lin; Matsumura, Lindsay Clare; Correnti, Richard; Litman, Diane; Zhang, Haoran; Howe, Emily; Magooda, Ahmed; Quintana, Rafael – Grantee Submission, 2020
We investigate students' implementation of the feedback messages they received in an automated writing evaluation system ("eRevise") that aims to improve students' use of text evidence in their writing. Seven 5th and 6th-grade teachers implemented "eRevise" (n = 143 students). Qualitative analysis of students' essays across…
Descriptors: Feedback (Response), Writing Evaluation, Computer Software, Grade 5
Gorham, Tom; Jubaed, Sam; Sanyal, Tannishtha; Starr, Emma L. – Research-publishing.net, 2019
This chapter describes a small-scale pilot study in which participants in the experimental group learned how to write Japanese kanji characters within an immersive Virtual Reality (VR) graffiti simulator (the Kingspray Graffiti Simulator on the Oculus Rift VR system). In comparing the experimental group to the non-VR control group in the context…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
Samarakou, Maria; Fylladitakis, Emmanouil D.; Prentakis, Pantelis; Athineos, Spyros – International Association for Development of the Information Society, 2014
In laboratory courses, the assessment of exercises and assignments typically is treated as a simple, quantifiable approach. This approach however rarely includes qualitative factors, especially if the grading is being automatically performed by the system, and provides little to no feedback for the students to reflect on their work. The role of…
Descriptors: Artificial Intelligence, Computer Assisted Testing, Evaluation Methods, Engineering Education
Asaro-Saddler, Kristie; Knox, Haley Muir; Meredith, Holly; Akhmedjanova, Diana – Insights into Learning Disabilities, 2015
Writing is an important content area that pervades all subject areas and is required for post-school success, yet many students with autism spectrum disorders (ASD) often struggle in written expression. In this article we discuss the characteristics of students with ASD that make writing difficult, and the strengths, such as the use of technology,…
Descriptors: Autism, Pervasive Developmental Disorders, Writing Difficulties, Assistive Technology
Moore, Michele J.; Werch, Chudley E.; Bian, Hui – Journal of American College Health, 2012
Objective: Given the documented multiple health risks college students engage in, and the dearth of effective programs addressing them, the authors developed a computer-based brief multiple-health behavior intervention. This study reports immediate outcomes and feasibility of a pilot of this program. Participants: Two hundred students attending a…
Descriptors: Feedback (Response), College Students, Intervention, Health Behavior
Association Supporting Computer Users in Education, 2017
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Computer Software, Conferences (Gatherings)
Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices
Gok, Tolga – Asia-Pacific Forum on Science Learning and Teaching, 2010
Computer-assisted problem solving systems are rapidly growing in educational use and with the advent of the Internet. These systems allow students to do their homework and solve problems online with the help of programs like Blackboard, WebAssign and LON-CAPA program etc. There are benefits and drawbacks of these systems. In this study, the…
Descriptors: Computer Assisted Instruction, Web Based Instruction, Computer Software, Open Source Technology
Arruarte, Ana; Elorriaga, Jon A.; Calvo, Inaki; Larranaga, Mikel; Rueda, Urko – Australasian Journal of Educational Technology, 2012
Inside the globalisation era in which society is immersed, one of the current challenges for any educational system is to provide quality education. While some countries are linguistically homogeneous, many countries and regions display a wealth of linguistic diversity and it is essential to adapt the educational system to those realities. In…
Descriptors: Foreign Countries, Computer Assisted Instruction, Computer Science Education, Databases
Cook, John; Pachler, Norbert – British Journal of Educational Technology, 2012
Social and mobile technologies offer users unprecedented opportunities for communicating, interacting, sharing, meaning-making, content and context generation. And, these affordances are in constant flux driven by a powerful interplay between technological innovation and emerging cultural practices. Significantly, also, they are starting to…
Descriptors: Foreign Countries, Handheld Devices, Workplace Learning, Education Work Relationship
Severance, Charles; Hanss, Ted; Hardin, Joseph – Technology, Instruction, Cognition and Learning, 2010
This paper describes how we can move from a single Learning Management System sc. as Sakai, Blackboard, Moodle, or Desire2Learn to a cooperating collection of networked learning content and tools. The move from a single silo of functionality to the ability to use tools from anywhere on the web will greatly increase the variety of tools available…
Descriptors: Management Systems, Teaching Methods, Learning Processes, Networks
Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
Makoe, Mpine – Open Learning, 2010
The aim of this paper is to investigate the pedagogical suitability of using cell phones to enhance learning through social interaction in distance education. Social interaction was used as a conceptual framework to explore the potential for using "MXit"--a cell-phone instant messaging system--to support and enhance learning for distance…
Descriptors: Foreign Countries, Interpersonal Relationship, Interaction, College Students