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Nigel Newbutt; Noah Glaser; Marc Sonley Francois; Matthew Schmidt; Sue Cobb – Journal of Autism and Developmental Disorders, 2024
The primary aim of this systematic review is to investigate the inclusion of autistic individuals in the design process of immersive technologies. This study follows the preferred reporting items for systematic reviews and meta-analyses standards for systematic literature reviews. To ensure the research questions and subsequent stages of the…
Descriptors: Information Technology, Computer Simulation, Autism Spectrum Disorders, Literature Reviews
Rijo-Garcia, Sara; Segredo, Eduardo; Leon, Coromoto – IEEE Transactions on Education, 2022
Contribution: This document presents a systematic bibliographic review that demonstrates the need to conduct research on how the user experience impacts the development of computational thinking. Background: In the field of computer science, computational thinking is defined as a method that enhances problem-solving skills, system design, and…
Descriptors: Computation, Thinking Skills, Computer Science Education, Problem Solving
Gunwant, Shilpa; Pande, Jeetendra; Bisht, Raj Kishor – Journal of Learning for Development, 2022
The continual evolution of employment opportunities in the present industrial era has raised the need for career-long expert advice. Similar to other fields, thankfully technology has come to our rescue in the area of career guidance also. This paper presents a systematic review of Expert Systems (ES) developed for career guidance, course…
Descriptors: Career Guidance, Technology Uses in Education, Artificial Intelligence, Distance Education
Alexandra Aster; Matthias Carl Laupichler; Saskia Zimmer; Tobias Raupach – Advances in Health Sciences Education, 2024
Serious games, as a learning resource, enhance their game character by embedding game design elements that are typically used in entertainment games. Serious games in its entirety have already proven their teaching effectiveness in different educational contexts including medical education. The embedded game design elements play an essential role…
Descriptors: Educational Games, Computer System Design, Health Services, Medical Services
James P. Takona – Critical Questions in Education, 2025
This study analyzes Savage Inequalities: Children in America's Schools by Jonathan Kozol, a foundational text that reveals persistent inequalities in the US education system. Equity theory acts as a conceptual basis for this review, which builds on Kozol's arguments by examining the connections between race, socioeconomic status, and policy. The…
Descriptors: Educational Practices, Equal Education, Resource Allocation, Educational Equity (Finance)
Joel Nakitare; Salome Mathangani; Grace Kamau – portal: Libraries and the Academy, 2024
Effective research data management (RDM) is essential to modern scientific investigations. As the volume and complexity of research data increase, researchers, research institutions, and countries are pressured to improve data management practices to ensure transparency, reproducibility, sharing, and reuse of their findings. Researchers and…
Descriptors: Foreign Countries, Information Management, Research, Data
Maria R. Ebling – ACM Transactions on Computing Education, 2024
Objectives: Faculty new to teaching operating systems or those looking to refresh their course need to understand the state of the art in operating system education. Toward this goal, we conducted a survey of operating system instructors to understand how they approach teaching the course and what textbook and software platforms they use in their…
Descriptors: Literature Reviews, Surveys, Teacher Attitudes, Information Technology
Kezia Herman Mkwizu; Ritimoni Bordoloi – Asian Association of Open Universities Journal, 2024
Purpose: Inclusive growth in the education sector is still a major challenge in some countries because of limited access to technologies and internet connectivity, among other reasons. However, as a technology, augmented reality (AR) is expected to be widely used in the field of education in the future. The main purpose of this paper is to explore…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Yalalem Assefa; Melaku Mengistu Gebremeskel; Bekalu Tadesse Moges; Shouket Ahmad Tilwani; Yibeltal Aemiro Azmera – International Journal of Information and Learning Technology, 2025
Purpose: In today's educational landscape, technology has become an undeniable force in shaping pedagogical approaches and even the definition of learning itself. But this path contains many obstacles. Within the higher education ecosystem, the digital divide -- the disparity in access and use of technology -- is proving to be a significant…
Descriptors: Equal Education, Cultural Context, Higher Education, Developing Nations
Anagrolia Faustino; Guneet Kaur Cheema; Marcus Bussey – Journal of Interdisciplinary Studies in Education, 2024
This paper investigates the use of commonly employed technologies in education across East African countries, specifically focusing on Tanzania, Kenya, Uganda, Rwanda, and Sudan. It draws on Google Scholar to identify key technologies used in teaching and learning, emphasizing their benefits, such as increased student engagement, commitment,…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Learner Engagement
Mousavinasab, Elham; Zarifsanaiey, Nahid; R. Niakan Kalhori, Sharareh; Rakhshan, Mahnaz; Keikha, Leila; Ghazi Saeedi, Marjan – Interactive Learning Environments, 2021
With the rapid growth of technology, computer learning has become increasingly integrated with artificial intelligence techniques in order to develop more personalized educational systems. These systems are known as Intelligent Tutoring systems (ITSs). This paper focused on the variant characteristics of ITSs developed across different educational…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Individualized Instruction, Web Based Instruction
Fan, Min; Antle, Alissa N.; Warren, Jillian L. – Journal of Educational Computing Research, 2020
In this article, we present a systematic review of literature on augmented reality (AR) supported for early language learning. We analyzed a total of 53 papers from 2010 to 2019 using qualitative analysis with complementary descriptive quantitative analysis. Our findings revealed three main AR learning activities: word spelling games, word…
Descriptors: Computer Simulation, Language Acquisition, Educational Research, Spelling
Anohah, Ebenezer; Oyelere, Solomon Sunday; Suhonen, Jarkko – International Journal of Mobile and Blended Learning, 2017
The majority of the existing research regarding mobile learning in computing education has primarily focused on studying the effectiveness of, and in some cases reporting about, implemented mobile learning solutions. However, it is equally important to explore development and application perspectives on the integration of mobile learning into…
Descriptors: Educational Trends, Electronic Learning, Research Reports, Literature Reviews
Bossaller, Jenny S.; Sandy, Heather Moulaison – College & Research Libraries, 2017
This article describes the results of a systematic review of peer-reviewed, published research articles about "discovery layers," user-friendly interfaces or systems that provide single-search box access to library content. Focusing on articles in LISTA published 2009-2013, a set of 80 articles was coded for community of users, journal…
Descriptors: Electronic Libraries, Computer Interfaces, Computer System Design, Online Searching
Pittman, Jason – Journal of Information Technology Education: Research, 2013
The use of laboratories as part of cybersecurity education is well evidenced in the existing literature. We are informed about the benefits, different types of laboratories and, in addition, underlying learning theories therein. Existing research also demonstrates that the success of employing cybersecurity laboratory exercises relies upon…
Descriptors: Computer Security, Laboratories, Technology Uses in Education, Delivery Systems