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Handal, Boris; Campbell, Chris; Cavanagh, Michael; Petocz, Peter – Mathematics Education Research Journal, 2016
This study validated the semantic items of three related scales aimed at characterising the perceived worth of mathematics-education-related mobile applications (apps). The technological pedagogical content knowledge (TPACK) model was used as the conceptual framework for the analysis. Three hundred and seventy-three preservice students studying…
Descriptors: Preservice Teacher Education, Mathematics Education, Courseware, Relevance (Education)
Borowczak, Mike; Burrows, Andrea C. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
This article details a new, free resource for continuous video assessment named YouDemo. The tool enables real time rating of uploaded YouTube videos for use in science, technology, engineering, and mathematics (STEM) education and beyond. The authors discuss trends of preservice science teachers' assessments of self- and peer-created videos using…
Descriptors: Preservice Teachers, Student Teacher Evaluation, Trend Analysis, Educational Trends
Lin, Hao-Chiang Koong; Wang, Cheng-Hung; Chao, Ching-Ju; Chien, Ming-Kuan – Turkish Online Journal of Educational Technology - TOJET, 2012
Emotional expression in Artificial Intelligence has gained lots of attention in recent years, people applied its affective computing not only in enhancing and realizing the interaction between computers and human, it also makes computer more humane. In this study, emotional expressions were applied into intelligent tutoring system, where learners'…
Descriptors: Foreign Countries, Intelligent Tutoring Systems, Artificial Intelligence, Focus Groups
Basturk, Ramazan – Assessment & Evaluation in Higher Education, 2008
This study investigated the usefulness of the many-facet Rasch model (MFRM) in evaluating the quality of performance related to PowerPoint presentations in higher education. The Rasch Model utilizes item response theory stating that the probability of a correct response to a test item/task depends largely on a single parameter, the ability of the…
Descriptors: Higher Education, Teaching (Occupation), Rating Scales, Program Effectiveness
Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin – Computers & Education, 2009
In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…
Descriptors: Online Courses, Questionnaires, Educational Games, Student Attitudes

Aiken, Lewis R. – Educational and Psychological Measurement, 1996
This article describes a set of 11 menu-driven procedures written in BASICA for MS-DOS based microcomputers for constructing several types of rating scales, attitude scales, and checklists, and for scoring responses to the constructed instruments. The uses of the program are described in detail. (SLD)
Descriptors: Attitude Measures, Check Lists, Computer Assisted Testing, Computer Software
Helms-Park, Rena; Radia, Pavlina; Stapleton, Paul – Internet and Higher Education, 2007
While the use of a search engine to find secondary sources is now a commonplace practice among undergraduate writers, recent studies show that students' online searches often lead to materials that are wholly or partially unsuitable for academic purposes. Accordingly, this project set out to determine whether using a more specialized search…
Descriptors: Search Engines, Internet, English for Academic Purposes, Information Sources
Cesarone, Bernard – 1998
This Digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The Digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders played at least one…
Descriptors: Adolescents, Aggression, Children, Computer Games
Cesarone, Bernard – 2000
This Spanish-language digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders…
Descriptors: Adolescents, Aggression, Children, Computer Games