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Sharon R. Mittiga; Nerelie C. Freeman; Brett E. Furlonger; Perrin Chan; Erin S. Leif – Journal of Positive Behavior Interventions, 2025
This study evaluated the quality and behavior change techniques (BCTs) included in 11 freely available mobile classroom behavior management applications (mCBM apps). We found that mCBM apps included a limited number of BCTs, with an average of 9 of 21 possible BCTs. Consequence-based BCTs like rewards and feedback were common, while…
Descriptors: Behavior Modification, Student Behavior, Computer Uses in Education, Positive Behavior Supports
Tuire Oittinen – Classroom Discourse, 2024
This paper investigates the accomplishment of highlighting in multiparty video-mediated learning activities. The focus is on moments of screen sharing and the verbal, embodied, and digital resources participants deploy to draw joint attention to a referent on screen. Drawing on screen recorded data (90 h) from an adult education setting (i.e.…
Descriptors: Video Technology, Adult Education, Learning Activities, Attention
Blondeel, Eva; Everaert, Patricia; Opdecam, Evelien – Assessment & Evaluation in Higher Education, 2022
Using additional learning materials positively influences student performance. The literature focuses mainly on learning outcomes, whereas the present study investigates whether two intermediate (take-home) tests are a successful tool to increase student use of online formative assessments (OFAs). This study is a between-subjects quasi-experiment,…
Descriptors: Undergraduate Students, Formative Evaluation, Tests, Computer Uses in Education
Shiya Chen; Lu Huang; Rustam Shadiev; Peiying Hu – Education and Information Technologies, 2025
The introduction of online homework has revolutionized traditional assignment formats, providing students with access to abundant learning resources, a convenient platform for completing assignments, real-time interactive learning opportunities, and accurate feedback. However, there is a paucity of research exploring the perspectives of elementary…
Descriptors: Elementary School Students, Student Attitudes, Intention, Electronic Learning
Sonsoles López-Pernas; Mohammed Saqr; Aldo Gordillo; Enrique Barra – Interactive Learning Environments, 2023
Learning analytics methods have proven useful in providing insights from the increasingly available digital data about students in a variety of learning environments, including serious games. However, such methods have not been applied to the specific context of educational escape rooms and therefore little is known about students' behavior while…
Descriptors: Learning Analytics, Educational Games, Student Behavior, Computer Uses in Education
Cheng-Hung Wang – Education and Information Technologies, 2025
In the post-COVID-19 era, information education with highly interactive teaching methods has become increasingly common. In particular, the metaverse and virtual reality (VR) technology can be used in novel learning methods to leverage the intuitiveness, immersivity, and interactivity of VR. For example, students could use VR to simulate…
Descriptors: Computer Simulation, Instructional Materials, Natural Sciences, Elementary Secondary Education
Carla Christine White – ProQuest LLC, 2024
The problem under study was that even with training, teachers have difficulty implementing behavior management programs. The purpose of this basic qualitative study was to explore middle school teachers' perceptions of the challenges they encounter in implementing behavior management programs to encourage positive student behavior. The theory of…
Descriptors: Teacher Attitudes, Behavior Modification, Computer Uses in Education, Computer Software
Susnjak, Teo; Ramaswami, Gomathy Suganya; Mathrani, Anuradha – International Journal of Educational Technology in Higher Education, 2022
This study investigates current approaches to learning analytics (LA) dashboarding while highlighting challenges faced by education providers in their operationalization. We analyze recent dashboards for their ability to provide actionable insights which promote informed responses by learners in making adjustments to their learning habits. Our…
Descriptors: Learning Analytics, Computer Interfaces, Artificial Intelligence, Prediction
Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Grantee Submission, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions --…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Journal of Educational Data Mining, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
Nunes, Paula Sofia; Catarino, Paula; Martins, Paulo; Nascimento, Maria Manuel – Contemporary Educational Technology, 2023
There are several educational software (ES) used in the classroom environment for the teaching and learning of geometric contents that are part of the Portuguese basic education mathematics program. There are studies that show that the use of this type of artifact has a fundamental role in the behavior of students, raising, among other aspects, a…
Descriptors: Foreign Countries, Computer Software Evaluation, Grade 7, Computer Uses in Education
Saqr, Mohammed; López-Pernas, Sonsoles – International Journal of Computer-Supported Collaborative Learning, 2021
This study empirically investigates diffusion-based centralities as depictions of student role-based behavior in information exchange, uptake and argumentation, and as consistent indicators of student success in computer-supported collaborative learning. The analysis is based on a large dataset of 69 courses (n = 3,277 students) with 97,173 total…
Descriptors: Computer Uses in Education, Cooperative Learning, Learning Analytics, Student Behavior
Suraj Ajit; Aparna Maikkara; Wendy Ramku – Cogent Education, 2024
The advent of remote learning and the over-representation of international students in contract cheating literature have contributed to the beliefs that a digital pathway to higher education necessitates academic malpractice, and that this phenomenon is more prevalent among non-native students. This study seeks to contribute to the existing…
Descriptors: Foreign Countries, Foreign Students, Contract Training, Contracts
Chahal, Jyoti; Rani, Neha – Journal of Computing in Higher Education, 2022
The concept of e-learning has now become fundamental in student learning process. This concept becomes even more relevant in situations of global crisis such as that arising from COVID-19. Since this pandemic there have been tectonic shifts in the education sector. Effective implementation of e-learning in higher education depends on students'…
Descriptors: Foreign Countries, Electronic Learning, COVID-19, Pandemics
Evaluation of a Computer Vision-Based System to Analyse Behavioral Changes in High School Classrooms
Kim, Hyungsook; O'Sullivan, David; Kolykhalova, Ksenia; Camurri, Antonio; Park, Yonghyun – International Journal of Information and Communication Technology Education, 2021
The objectives of this study were to investigate the feasibility of applying computer vision techniques and to analyse changes in behaviour and movement of high school students during class. The study is performed over two phases. Phase one focuses on developing a feasible method to use computer vision-based techniques in high school classes and…
Descriptors: High School Students, Behavior Change, Classroom Observation Techniques, Video Technology