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Ames, Allison J.; Au, Chi Hang – Measurement: Interdisciplinary Research and Perspectives, 2018
Stan is a flexible probabilistic programming language providing full Bayesian inference through Hamiltonian Monte Carlo algorithms. The benefits of Hamiltonian Monte Carlo include improved efficiency and faster inference, when compared to other MCMC software implementations. Users can interface with Stan through a variety of computing…
Descriptors: Item Response Theory, Computer Software Evaluation, Computer Software, Programming Languages
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Al Hashimi, Sama'a – Journal of Education and Learning, 2019
In computer-based courses such as multimedia and digital design courses, being fully conversant with a computer application is almost unachievable within a single academic semester. Therefore, it is common for students to seek additional help and information from their lecturers either during office hours or through emails. It is also common for…
Descriptors: Teaching Methods, Multimedia Materials, Computer Science Education, Design
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Sydorenko, Tetyana; Hellermann, John; Thorne, Steven L.; Howe, Vanessa – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2019
Applications of locative media (e.g., place-based mobile augmented reality [AR]) are used in various educational content areas and have been shown to provide learners with valuable opportunities for investigation-based learning, location-situated social and collaborative interaction, and embodied experience of place (Squire, 2009; Thorne &…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Discourse Analysis
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Mirzaei, Maryam Sadat; Zhang, Qiang; Meshgi, Kourosh; Nishida, Toyoaki – Research-publishing.net, 2019
We developed a story creation platform that allows for collaborative content creation in a 3D environment by utilizing avatars, animations, objects, and backgrounds. Our story envisioning platform provides a shared virtual space that promotes collaborative interaction for story construction, involving a high degree of learner input and control. It…
Descriptors: Cooperative Learning, Computer Simulation, Story Telling, Second Language Learning
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Rutherford, Teomara; Liu, Allison S.; Lam, Arena S.; Schenke, Katerina – Journal of Research on Technology in Education, 2020
Self-beliefs are important determinants of student choice and success (Wigfield & Eccles, 2000) and are informed by student educational experiences, such as prior success with a task (Bandura, 1986). The potential for Computer-Based Interventions as self-belief-supporting learning environments is examined in this study, focusing on the…
Descriptors: Self Concept, Mastery Learning, Educational Experience, Intervention
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Blake, John – Research-publishing.net, 2020
This article describes the development of a tense and aspect identifier, an online tool designed to help learners of English by harnessing a natural language processing pipeline to automatically classify verb groups into one of 12 grammatical tenses. Currently, there is no website or application that can automatically identify tense in context,…
Descriptors: Verbs, Computer Software, Teaching Methods, Computer Assisted Instruction
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Gajek, Elzbieta – Research-publishing.net, 2020
Crowdsourcing not only opens new perspectives within the general concept of Computer Assisted Language Learning (CALL), but also raises questions about ethics, motivation, and fair contribution. Technology offers platforms such as Duolingo, Bussu, and Babbel for learning languages with active contribution of the learners. Such applications reach…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
K. Jill Vogel – ProQuest LLC, 2020
Cloud computing applications have a profound presence in educational institutions, yet educators may not be utilizing the digital tools to their full potential. This study helped fill a gap in current literature regarding secondary teachers' acceptance and use of cloud computing applications in instruction. The purpose of this qualitative…
Descriptors: Computer Software, Computer Science Education, Professional Autonomy, Instructional Leadership
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Yildizl, Hülya; Simsek, Irfan – International Journal of Contemporary Educational Research, 2020
By carrying out software-aided mind/argument mapping applications in the "Theories of Learning and Teaching" course offered to post-graduate students completing a master's degree in education, the present research aimed to examine the effects of the applications on academic achievement, as well as explore students' opinions on these…
Descriptors: Graduate Students, Masters Degrees, Education Majors, Learning Theories
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Tushev, Miroslav; Williams, Grant; Mahmoud, Anas – Computer Science Education, 2020
Background and Context: GitHub has been recently used in Software Engineering (SE) classes to facilitate collaboration in student team projects as well as help teachers to evaluate the contributions of their students more objectively. Objective: We explore the benefits and drawbacks of using GitHub as a means for team collaboration and performance…
Descriptors: Computer Software, Engineering Education, Student Projects, Teamwork
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Tijani, Olawale Kazeem; Obielodan, Omotayo; Akingbemisilu, Abiola – International Journal of Education and Development using Information and Communication Technology, 2020
The study evaluated usability of the "Opón-Ìmo" Technology Enhanced Learning System ("OTELS"), an educational software deployed for teaching and learning across state-owned senior secondary schools in Osun State, Nigeria. It employed a descriptive research design of the survey type. Eight teacher-educators in Educational…
Descriptors: Educational Technology, Teacher Educators, Teacher Attitudes, Integrated Learning Systems
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Lundtofte, Thomas Enemark – American Journal of Play, 2020
The author reviews the research and scholarly literature about young children's play with tablet computers and identifies four major topics relevant to the subject--digital literacy, learning, transgressive and creative play, and parental involvement. He finds that young children's tablet computer play relies not only on technology, but also on…
Descriptors: Young Children, Play, Handheld Devices, Technological Literacy
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Çekmez, Erdem – Interactive Learning Environments, 2020
Mathematical modelling is acknowledged to be one of the major dimensions of mathematical competence, and well-designed modelling activities can provide students with the opportunity to use mathematical concepts and procedures in a meaningful way. Additionally, modelling activities are regarded as suitable contexts for enabling students to use…
Descriptors: Foreign Countries, Mathematics Education, Computer Software, Computer Uses in Education
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Gandra, Ana Paula; Aires, Ana Paula; Catarino, Paula – International Journal for Technology in Mathematics Education, 2020
This paper reports a study developed with twenty-six students from a 7th-grade class and was carried in the context of teaching experience in the school year of 2016/2017, using an applet, Equation Buster, on the learning of solving single-variable linear equations. The research objectives are to assess how this applet can help students to see the…
Descriptors: Mathematics Instruction, Teaching Methods, Generalization, Grade 7
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Bourekkache, Samir; Kazar, Okba – International Journal of Information and Communication Technology Education, 2020
Mobile learning is considered a new phase of e-learning which gives the opportunity to learn more effectively and efficiently. In addition, the use of mobile devices for leaning is more sophisticated and more useful. The m-learning has become available anywhere and anytime for all students and professors. Moreover, the features of these mobile…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Software
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