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Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
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Jessica Brown; Jacqueline DeLisi; Lukas Winfield; Makoto Hanita; Anne Wang – Grantee Submission, 2025
The EIR-funded Work-Based Learning for Computer Science (WBL4CS) grant implemented a three-course, two-year Computer Science (CS) pathway in 20 Rhode Island High Schools. Evaluators from Education Development Center (EDC) employed a cluster randomized controlled trial to study the impact of integrating a Work-Based Learning course into the first…
Descriptors: Work Based Learning, Computer Science Education, High School Students, Career Pathways
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Roland Kiraly; Sandor Kiraly; Martin Palotai – Education and Information Technologies, 2024
Deep learning is a very popular topic in computer sciences courses despite the fact that it is often challenging for beginners to take their first step due to the complexity of understanding and applying Artificial Neural Networks (ANN). Thus, the need to both understand and use neural networks is appearing at an ever-increasing rate across all…
Descriptors: Artificial Intelligence, Computer Science Education, Problem Solving, College Faculty
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Hamad, Asma Lutfi; Abouelnaga, Hayah Mohamed; Metwally, Ahmed Baz Mohamed; ShoShan, Hany; Moawad, Nisren Farouk – Journal of Language and Linguistic Studies, 2022
The present study came through its topic: The Importance of E-learning in teaching Mathematics to explore the use of students in the educational learning process, I tried to add to the results of previous studies by revealing more the nature of the use of the Internet as well as the nature of e-learning among students. The researcher attempted to…
Descriptors: Electronic Learning, Educational Technology, Foreign Countries, Mathematics Instruction
Office of Educational Technology, US Department of Education, 2024
Technology can be a powerful tool to help transform learning. It has the potential to empower students to expand their learning beyond the confines of the traditional classroom, support self-directed learning, help educators tailor learning experiences to individual student needs, and support students with disabilities. Technology also has the…
Descriptors: Technology Uses in Education, Global Approach, Electronic Learning, Computer Assisted Instruction
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Thada Jatnkoon; Kitsadaporn Jantakun; Thiti Jantakun; Rungfa Pasmala – Higher Education Studies, 2025
This research addresses the pressing need for innovative educational frameworks that foster creativity and innovation in online learning environments. The study develops and validates a comprehensive model integrating STEAM education, micro-learning principles, and augmented reality (AR) technology within massive open online courses (MOOCs).…
Descriptors: STEM Education, Art Education, MOOCs, Creativity
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Paul Drijvers; Nathalie Sinclair – ZDM: Mathematics Education, 2024
Over the last decades, digital technologies (DTs) have become ubiquitous in mathematics education. Still, their integration into classroom teaching and learning varies enormously. In this narrative overview, we focus on the different purposes for which DTs are used in mathematics education in order to study how the effectiveness of DTs depends on…
Descriptors: Mathematics Education, Educational Technology, Electronic Learning, Program Effectiveness
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Ismailova, Rita; Medeni, Tunç D.; Medeni, I. Tolga; Muhametjanova, Gulshat; Soylu, Demet – International Journal of Virtual and Personal Learning Environments, 2021
In the current work, systems based on mini/micro PCs that can support the corporate learning management practices have been evaluated. As a learning management system, the Moodle platform was chosen. The evaluation was based on the end users' experience. For measurement, carried out in three dimensions, a questionnaire was distributed among…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Integrated Learning Systems
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David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
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Fabio Buttussi; Luca Chittaro – IEEE Transactions on Learning Technologies, 2024
Educational virtual environments (EVEs) can enable effective learning experiences on various devices, including smartphones, using nonimmersive virtual reality (VR). To this purpose, researchers and educators should identify the most appropriate pedagogical techniques, not restarting from scratch but exploring which traditional e-learning and VR…
Descriptors: Test Items, Educational Technology, Computer Simulation, Telecommunications
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Liz Aliza Awang; Farrah Dina Yusop; Mahmoud Danaee – International Electronic Journal of Mathematics Education, 2024
The study evaluates the Mythematix prototype, an innovative adaptive e-learning system designed specifically to enhance secondary school students' understanding and proficiency in mathematics. Utilizing a mixed-methods approach, it combines qualitative and quantitative research methodologies to thoroughly assess students' perceptions and…
Descriptors: Foreign Countries, Secondary School Mathematics, Secondary School Students, Electronic Learning
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María de los Ángeles Gómez González; Alfonso Lago Ferreiro – Language Learning & Technology, 2024
Previous research has established that phonetics has been marginalized within language teaching, proving to be particularly challenging for learners in EFL contexts. This paper presents EPSSML (https://www.usc.gal/multimlab/), an e-learning platform designed within Mayer's (2008, 2009) Cognitive Theory of Multimedia Learning to instruct English…
Descriptors: Computer Assisted Instruction, Pronunciation, Electronic Learning, Phonetics
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Quadir, Benazir; Zhou, Menghui – International Journal of Distance Education Technologies, 2021
Due to the emergency educational consequences of the COVID-19 epidemic, it is necessary to find an effective and alternative way of learning. Moreover, during this epidemic, the Chinese Ministry of Education announced the "Disrupted Classes, Undisrupted Learning" initiative, offering flexible online learning. With the aim of facilitating…
Descriptors: COVID-19, Pandemics, Online Courses, Distance Education
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Fernandes, Jacks; Teles, Ariel; Teixeira, Silmar – Education Sciences, 2020
Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching-learning process may be hindered…
Descriptors: Health Education, Computer Simulation, Telecommunications, Handheld Devices
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Ndubuisi, Anuli; Marzi, Elham; Mohammed, Debbie; Edun, Oluwatobi; Asare, Philip; Slotta, James – Journal of Studies in International Education, 2022
The incorporation of digital learning and teaching tools has been recognized as presenting an opportunity to maximize access, quality, and inclusion, especially when it comes to international education. Unanticipated events, such as the COVID 19 pandemic, can result in profound disruptions to teaching and learning, and the use of these tools can…
Descriptors: Global Approach, Competence, Computer Mediated Communication, Cooperative Learning
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