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Na Yuan – Journal of Computer Assisted Learning, 2024
Background: In the modern music industry, AI music generators have gained particular importance. The use of AI greatly simplifies the creation of polyphony. In addition, it can increase student motivation and interest. Aims: This study focuses on the AI-assisted creation of polyphonic music. The purpose of this study is to determine how creating…
Descriptors: Artificial Intelligence, Motivation Techniques, Music Education, Technology Uses in Education
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Samia Drissi; Aida Chefrour; Karima Boussaha; Hafed Zarzour – Education and Information Technologies, 2024
In this research, a GAmified Mobile Leaning Framework (GAMOLEAF) developed as a new intelligent application designed for mobile devices to ensure learning, assessing, and advancing learners' knowledge in programming complex data structures in Java programming language. GAMOLEAF adopted motivational strategies to solve motivational problems during…
Descriptors: Gamification, Handheld Devices, Telecommunications, Technology Uses in Education
Fadhah Alasiri – ProQuest LLC, 2024
This mixed-methods study aimed to investigate the effectiveness of the technology-embedded scientific inquiry (TESI) model on teachers' and students' scientific inquiry abilities and digital learning technologies fluency to enhance science education learning outcomes. The TESI framework guided the construction and execution of this study. The…
Descriptors: Educational Technology, Teacher Attitudes, Inquiry, Biology
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Selay Arkün-Kocadere; Seyma Çaglar-Özhan – International Review of Research in Open and Distributed Learning, 2024
Via AI video generators, it is possible to create educational videos with humanistic instructors by simply providing a script. The characteristics of video types and features of instructors in videos impact video engagement and, consequently, performance. This study aimed to compare the impact of human instructors and AI-generated instructors in…
Descriptors: Video Technology, Lecture Method, Artificial Intelligence, Animation
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Xie, Yanna; Gao, Genghe; Niu, Ning; Wang, Yuchan – Journal of Geography in Higher Education, 2023
This paper reports the practice of using the Mobile QQ and Oruxmaps mobile apps to assist in teaching general geology field practice and the results of evaluation experiments. A student subjective judgment questionnaire and a field test were used to obtain the experimental results. The key findings suggest that the proposed method has a…
Descriptors: Handheld Devices, Telecommunications, Geology, Field Studies
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Basar, Tarik – Participatory Educational Research, 2022
This research aimed to determine the effect of digital stories on 3rd grade students' achievement, attitudes, and motivation in science lesson. For this purpose, explanatory sequential design, one of the mixed methods, was used in the research. The study group, composed of primary school 3 rd grade students, was identified via convenience sampling…
Descriptors: Foreign Countries, Elementary School Students, Story Telling, Technology Uses in Education
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
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Chak-Him Fung; Kin-Keung Poon; Michael Besser; Ming-Chung Fung – Journal of Computer Assisted Learning, 2024
Background Study: The effects of the flipped classroom (FC) on students' academic performance remain ambiguous, and the use of pre-class videos may be one of the main factors hindering students' progress. A software package called GeoGebra has been proposed as a substitute for pre-class videos to aid students' learning. Objective: This study…
Descriptors: Flipped Classroom, Computer Software, Academic Achievement, Geometry
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Mohammad Ahmar Khan; Oysha Kurbonova; Diyorjon Abdullaev; A. Hussien Radie; Nirvana Basim – Language Testing in Asia, 2024
This study investigates the impact of artificial intelligence (AI)-assisted assessment on young L2 learners' vocabulary knowledge, immunity, and resilience, considering parental and teacher support roles. Sixty junior high school students in Afghanistan, aged 13 to 14, participated in the study. They were divided into an experimental group…
Descriptors: Artificial Intelligence, Resilience (Psychology), Vocabulary Development, Parent Participation
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Daniel Elford; Simon J. Lancaster; Garth A. Jones – Journal of Chemical Education, 2022
There is little doubt that motivation influences the extent to which individuals engage with online learning experiences. With the increasing role of digital technologies within chemistry higher education, this study illustrates how an augmented reality (AR)-supported educational escape activity (EEA), based on topics of inorganic stereochemistry,…
Descriptors: Motivation Techniques, Chemistry, Science Education, Computer Simulation
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Yu-Cheng Lin; Huei-Tse Hou – Asia-Pacific Education Researcher, 2024
Strategic planning is a key competency for business management education. This study designed a dual scaffold-oriented strategy planning board game based on cognitive scaffolding and peer scaffolding and combined it with a real-time checking mechanism using mobile technology. The 68 university students were divided into an experimental group for…
Descriptors: Educational Games, Design, Strategic Planning, Evaluation Methods
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Tingting Feng – Education and Information Technologies, 2024
The globalization of educational processes has intensified the introduction of interactive learning forms. Education systems around the world have undergone transformation, modernization, and innovation. These processes also implied the implementation of advanced technological tools to improve the quality of teaching various subjects, including…
Descriptors: Computer Storage Devices, Computer Software, Computer Oriented Programs, Influence of Technology
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Peichin Chang; Pin-Ju Chen; Li-Ling Lai – Computer Assisted Language Learning, 2024
Machine Translation (MT) tools have advanced to a level of reliability such that it is now opportune to consider their place in language teaching and learning. Given their potential, the current study sought to engage EFL university sophomores in recursive editing afforded by Google Translate (GT) for one semester, and investigated (1) whether the…
Descriptors: Editing, Computer Software, Artificial Intelligence, Translation
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Marjan Ebadijalal; Nouroddin Yousofi – Computer Assisted Language Learning, 2024
The current mixed-methods study aimed at incorporating a virtual reality (VR) tool (i.e. Google Expeditions) into the writing process of Iranian English as a foreign language (EFL) learners, examining its impact on their writing motivation and performance. To that end, 42 EFL learners were randomly assigned to experimental and control groups,…
Descriptors: Computer Software, Maps, Geography, English (Second Language)
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Ayyüce Kurt Dizbay; Füsun Gülderen Alacapinar – Journal of Educators Online, 2024
This research investigated the effect of the use of mobile-assisted digital content on students' English lesson achievement. This study employed a quasi-experimental design with a pretest and posttest given to both an experimental group and a control group. The study consisted of 29 9th Grade students at a public school in Turkey. The pretest was…
Descriptors: Handheld Devices, Telecommunications, High School Students, Public Schools
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