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Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
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Joseph J. Slade; Stephanie M. Byers; Kathryn A. Becker-Blease; Regan A. R. Gurung – Teaching of Psychology, 2025
Introduction: The integration of artificial intelligence (AI) into higher education ushers in a new era of teaching and learning possibilities for both educators and students. Statement of the Problem: These technologies not only offer unparalleled opportunities for personalized learning and instructional support, but also introduce challenges…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, Teaching Methods
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Mohammed Alwaqdani – Education and Information Technologies, 2025
This paper investigated teachers' perceptions towards the integration of Artificial Intelligence educational tools (AIED) into their educational practices. Indeed, AI rapidly advances across various fields, including education, and it is essential to understand teachers' perceptions to effectively harness its potential. The study used a…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Software, Teaching Methods
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Xiaozhe Yang; Qingqing Wang; Jiyue Lyu – ECNU Review of Education, 2024
Purpose: ChatGPT is a generative artificial intelligence (AI) technology that can solve multiple complex tasks. ChatGPT-4 can facilitate educational empowerment in China through technology to understand and generate Chinese text. Although ChatGPT's benefits have been widely discussed, its educational capabilities have not been systematically…
Descriptors: Artificial Intelligence, Computer Software, Critical Thinking, Foreign Countries
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Francis Ward; Jeasik Cho; Jin Kyeong Jung; Christopher Tognocchi; Taylor Beadles; Jongpil Cheon – Multicultural Education Review, 2025
This paper explores the integration of AI, specifically ChatGPT, into multicultural education, utilizing John Dewey's experiential learning philosophy to foster reflective thinking and democratic citizenship. We propose a three-pathway framework -- Transmissional, Transactional, and Transformative (TTT) -- grounded in Dewey's principles of…
Descriptors: Multicultural Education, Educational Practices, High School Students, Educational Philosophy
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Chetna Gupta; Varun Gupta – IEEE Transactions on Education, 2024
Contribution: This article demonstrates and illustrates the implication of design-based learning (DBL) and plan, do, check, and act (PDCA) methodology to foster creativity, critical thinking, collaborative decision making, and communication skills ("C4") with realistic constraints, theory, and practical implementation in higher…
Descriptors: Engineering Education, Skill Development, Job Skills, Teaching Methods
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Rudy Baez; Henry Sanchez; Neril Sandeep; Duli Pllana – International Journal of Research in Education and Science, 2025
Educational institutions around the world have been integrating AI into their educational practices. Many studies and reports highlight both the advantages and disadvantages of this integration. This paper focuses on the positive aspects of AI in education, specifically through the lens of a high school geometry project at a technology-focused…
Descriptors: Creativity, Critical Thinking, High School Students, Urban Schools
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Mengkorn Pum; Sarin Sok – Asian Journal of Distance Education, 2024
With current state-of-the-art advances in artificial intelligence (AI), especially large language models, such as Google's Gemini, Microsoft's Copilot, and ChatGPT, among others, a plethora of research on this phenomenon has been conducted worldwide aiming to examine its limitations, benefits and ethical implications. Nonetheless, such a…
Descriptors: Foreign Countries, Artificial Intelligence, Technology Uses in Education, Computer Software
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Weng, Xiaojing; Cui, Zhihao; Ng, Oi-Lam; Jong, Morris S. Y.; Chiu, Thomas K. F. – Journal of Science Education and Technology, 2022
Amid the maker movement, educators are proposing various making activities with programmable artifacts to prepare students for coping with the challenges in the twenty-first century. Today, the "4C" skills--critical thinking, creativity, communication, and collaboration--are regarded as significant learning outcomes in Science,…
Descriptors: Cooperative Learning, Problem Based Learning, Experiential Learning, Problem Solving
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Gupta, Chetna – IEEE Transactions on Education, 2022
Contribution: This article demonstrates the impact of today's Information and Communication Technologies (ICT) in teaching software engineering (SE) course with design-based learning (DBL) and project-based learning (PBL). The results show a positive influence of integration of DBL and PBL in reducing industry gaps with improved student…
Descriptors: Computer Software, Computer Science Education, Information Technology, Active Learning
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Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
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XiaoShu Xu; Xibing Wang; Yunfeng Zhang; Wenjuan Ma – International Society for Technology, Education, and Science, 2023
The integration of ChatGPT in Personal Learning Environments (PLEs) has emerged as a promising approach to personalized learning in tertiary education. ChatGPT is believed to have the potential to transform traditional higher education into a more personalized, quality-driven, and student-centered learning experience that fosters critical…
Descriptors: Artificial Intelligence, Computer Software, Risk, Educational Benefits
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Kolyvas, Spyros – Education Quarterly Reviews, 2020
The aim of the educational scenario is to create an innovative teaching proposal in the class of visual arts for the pupils of the last two classes of the elementary school. This teaching proposal escapes the strict framework of the school program and proposes a holistic approach to knowledge. Its application requires the use of new technologies,…
Descriptors: Instructional Innovation, Cooperative Learning, Visual Arts, Art Education
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Bokhari, Ali – Journal of Education, 2022
Computer-aided design (CAD) tools are widely used in the urban planning process, giving planners the ability to generate urban contexts and many scenarios for future development. However, debate is ongoing regarding the effects of CAD tools on student learning and the reliability of the cluster of assumptions that usually come with them. This…
Descriptors: Urban Planning, Urban Areas, Educational Objectives, Critical Thinking
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Copp, David A.; Isaacs, Jason T.; Hespanha, João P. – Advances in Engineering Education, 2021
Recent changes have been made in Science, Technology, Engineering, and Mathematics (STEM) education in the United States with the goal of increasing the number of students pursuing degrees and careers in STEM. The Next Generation Science Standards (NGSS) integrate new science and engineering standards in an attempt to achieve this goal and are the…
Descriptors: Programming, Robotics, STEM Education, Standards
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