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Showing 1 to 15 of 25 results Save | Export
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Hao Lijie; Shahazwan Mat Yusoff; Anwar Farhan Mohamad Marzaini – Education and Information Technologies, 2025
This research examines the factors that affect critical thinking disposition (CTD) in Malaysian university students using AI-based educational technologies. It analyzes the impact of AI literacy (AIL), perceived ease of use (PEOU), perceived usefulness (PU), and motivation (MO) through the lens of the Technology Acceptance Model (TAM) and…
Descriptors: Foreign Countries, College Students, Artificial Intelligence, Technology Uses in Education
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Xiaoxuan Fang; Davy Tsz Kit Ng; Manwai Yuen – Education and Information Technologies, 2025
To promote computational thinking in mathematics education, Scratch is used to foster students' computational thinking and mathematical understanding. However, students face challenges in block-based programming environments, such as having low motivation, high anxiety, and cognitive loads. This study combined the pedagogical values of Geogebra…
Descriptors: Computer Software, Mental Computation, Elementary School Mathematics, Grade 5
Tsyganova, Larisa V.; Zubkova, Yana V.; Bystrova, Natalia V.; Kutepova, Lyubov I.; Kutepov, Maxim M. – Journal of Educational Psychology - Propositos y Representaciones, 2021
Game technologies allow bringing the educational process as close as possible to professional activities, activating the cognitive interest of students in the study of professional disciplines. The purpose of the article is to analyze the experience of implementing gaming technologies in the preparation of students of higher educational…
Descriptors: College Students, Student Motivation, Technology Uses in Education, Influence of Technology
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Carstens, Kaite J.; Mallon, Jamie M.; Bataineh, Mohamed; Al-Bataineh, Adel – Turkish Online Journal of Educational Technology - TOJET, 2021
The purpose of this study was to analyze the effects of technology on student learning. With the ever-changing world of technology, classrooms are gaining more technology and having to incorporate it into student learning. Although technology can benefit student learning, it can also be detrimental to the educational process. Technology enhances…
Descriptors: Influence of Technology, Technology Integration, Educational Technology, Motor Development
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Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
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Turner, Patrick E.; Johnston, Elizabeth; Kebritchi, Mansureh; Evans, Sally; Heflich, David A. – Cogent Education, 2018
Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little…
Descriptors: Computer Games, Influence of Technology, Academic Achievement, Nontraditional Students
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Ge, Xun; Turk, Murat; Hung, Woei – Australasian Journal of Educational Technology, 2019
The concept of computers as cognitive tools has been revisited to provide insight into the motivational and social dimension in light of the emerging technologies. Central to this concept are the two opposing philosophical views: "learning from" technology (amplification view of technology) versus "learning with" technology…
Descriptors: Educational Technology, Computer Assisted Instruction, Constructivism (Learning), Technology Uses in Education
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Deshpande, Anant; Chukhlomin, Valeri – American Journal of Distance Education, 2017
Massive Online Open Course (MOOC) research indicates that lack of student motivation to learn generally plays a significant role in student attrition and dropouts. Aside from this, very little is known specifically about student motivation to learn in MOOCs. The purpose of this study is to empirically investigate the ways in which content,…
Descriptors: Online Courses, Student Motivation, Electronic Learning, Questionnaires
Blandford, Ayoka – Techniques: Connecting Education and Careers (J3), 2012
Today's students have been nicknamed the "Digital Generation," "Millennials," "Net Generation" and "Generation Next." They are frequently identified by their technological prowess and seem to work well with multiple stimuli (for example, designing a web site while listening to iTunes and responding to texts). While many research studies have been…
Descriptors: Student Organizations, Vocational Education, Interviews, Information Technology
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Frye, Jonathan – Cultural Studies of Science Education, 2012
The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed the popular game "Spore," which incorporates elements of science topics. One frame suggested that the game teaches children about intelligent design,…
Descriptors: Video Games, Creationism, Evolution, Student Motivation
Usher, Alexandra – Center on Education Policy, 2012
This is the last in a series of six papers by the Center on Education Policy exploring issues related to students' motivation to learn. This paper explores ways in which schools, teachers, and communities are using nontraditional methods to try to motivate students who don't respond to more traditional strategies. The paper focuses on three such…
Descriptors: Extracurricular Activities, Teaching Styles, Learning Motivation, Teaching Methods
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Petkov, Marin; Rogers, George E. – Journal of STEM Teacher Education, 2011
In the past several decades, technology has become a big part of American society. It has changed the way people interact with one another as well as how they proceed with everyday life. However, K-12 educational systems have been resistive to change, with most American schools still using traditional instruction in the classroom, consisting…
Descriptors: Elementary Secondary Education, Interaction, Conventional Instruction, Educational Technology
Dzakiria, Hisham – European Journal of Open, Distance and E-Learning, 2012
Open Distance Learning (ODL) provides learners with the greatest possible control over time, place and pace of education. The educational delivery of ODL has improved greatly over the years with growing number of students continuously enrolling into various ODL programs globally. ODL however does come with issues and problems. Loss of student…
Descriptors: Foreign Countries, Distance Education, Educational Technology, Computer Literacy
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Arnone, Marilyn P.; Small, Ruth V.; Chauncey, Sarah A.; McKenna, H. Patricia – Educational Technology Research and Development, 2011
This paper identifies the need for developing new ways to study curiosity in the context of today's pervasive technologies and unprecedented information access. Curiosity is defined in this paper in a way which incorporates the concomitant constructs of interest and engagement. A theoretical model for curiosity, interest and engagement in new…
Descriptors: Personality Traits, Research Methodology, Learning Modalities, Learner Engagement
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Finamore, Dora C. D.; Hochanadel, Aaron J.; Hochanadel, Cathleen E.; Millam, Loretta A.; Reinhardt, Michelle M. – Online Journal of Distance Learning Administration, 2012
Motivation, engagement, goal attainment and effective interaction are essential components for college students to be successful in the online educational environment. The popularity and influx of electronic media applications has allowed educators the opportunity to incorporate social media (Facebook, Twitter), and volitional messages (Simple…
Descriptors: Student Motivation, Motivation Techniques, Learner Engagement, Interaction
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