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Showing 1 to 15 of 2,625 results Save | Export
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Bushra Hamid; Naveed Ikram – Education and Information Technologies, 2024
Regarding the caliber of newly-graduated professionals, the software industry expresses discontent. Therefore, software industries spend on training these individuals to improve software development process-related skills. According to various research studies, one reason for the lack of skilled graduates is a gap between industry and academia.…
Descriptors: Computer Software, Theory Practice Relationship, Novices, Information Technology
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Samer Hanna – International Journal of Learning Technology, 2024
It is important that software testing courses at universities provide students with testing skills that are close to the skills needed by industry. To investigate if these courses do accomplish this role, this research provides comparison and empirical analysis of the topics provided by 80 software testing courses in nine countries around the…
Descriptors: Computer Software, Job Skills, Occupational Information, Education Work Relationship
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Leila Mirzoyeva; Zhanna Makhanova; Mona Kamal Ibrahim; Zoya Snezhko – Cogent Education, 2024
The objective of this research is to investigate the effectiveness of integrating natural language processing (NLP) technologies into an English language learning program aimed at enhancing auditory and speaking competencies. The methodology of the research is grounded in the development and testing of the intervention effectiveness of neural…
Descriptors: Foreign Countries, Undergraduate Students, Language Skills, Auditory Training
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Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
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Harry Barton Essel; Dimitrios Vlachopoulos; Henry Nunoo-Mensah; John Opuni Amankwa – British Journal of Educational Technology, 2025
Conversational user interfaces (CUI), including voice interfaces, which allow users to converse with computers via voice, are gaining wide popularity. VoiceBots allow users to receive a response in real-time, regardless of the communication device. VoiceBots have been explored in fields such as customer service to automate repetitive queries and…
Descriptors: Foreign Countries, Artificial Intelligence, Program Effectiveness, Undergraduate Students
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Heinsen Egan, Matthew; McDonald, Chris – Computer Science Education, 2021
Background and Context: Students learning the C programming language struggle to debug, and to understand the runtime behaviour of, their programs. Objective: We examine a tool that combines several novice-focused error detection, program visualization, and debugging techniques, to investigate which features students use in real study sessions,…
Descriptors: Computer Science Education, Programming Languages, Programming, Novices
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Joseph Lobo; Genesis Dimalanta; Conrad Buerkley; Susan Manuel; Amiel Alfonso; Celter Cris Torres; Gerald Suba – Journal of Educators Online, 2025
This study adapted Davis' (1989) Technology Acceptance Model (TAM) to investigate what influences students' attitudes on using Microsoft Teams (MS Teams) as a learning tool for Physical Education (PE). Partial Least Square-Structural Equation Modeling (PLS-SEM) analysis of survey responses from 1,916 Mabalacat City College students enrolled in an…
Descriptors: Physical Education, Computer Software, Instructional Effectiveness, Computer Uses in Education
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Khulekani Yakobi; Siphokazi Yakobi; Godwin Kaisara; Sulaiman Olusegun Atiku – International Journal of Education and Development using Information and Communication Technology, 2025
The purpose of this article was to explore the challenges and opportunities for using e-learning in a South African emerging university, especially during and after the COVID-19 pandemic. The article adopts an explanatory case study design to answer the research question. A quantitative research method was adopted using the convenience sampling…
Descriptors: Universities, Electronic Learning, COVID-19, Pandemics
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Nauryz Kuldanov; Svetlana Balagazova; Kamarsulu Ibrayeva; Aliya Mombek; Zhanbolat Kosherbayev; Nazymgul Bolatkhan – Journal of Educational Computing Research, 2025
The primary aim of this study was to evaluate whether the use of the EmoMusic dataset could enhance first-year students' emotional and musical creativity. A randomized controlled trial was conducted with 128 students. Participants were randomly assigned either to a control group that continued traditional vocal training or to an experimental group…
Descriptors: College Freshmen, Music Education, Creativity, Emotional Response
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Sladana Mitrovic; Radoslav Božic; Ðurdica Takaci – Interactive Learning Environments, 2024
In this paper, we present the analysis of the students' achievements in learning calculus in a dynamic software environment during the COVID-19 crisis. Two groups of students, the experimental and the control one, were monitored. Blended learning was applied to the students in the experimental group, with the help of "Microsoft Teams"…
Descriptors: Blended Learning, Calculus, COVID-19, Pandemics
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Hua Thi Toan; Trinh Thanh Hai; Do Trung Kien – Asian Journal of Education and Training, 2024
The professional work of today's agricultural and forestry engineers is changing dramatically under the impact of the 4th industrial revolution. In that context, the competence to apply information technology (IT) is one of the core and significant competencies. Therefore, in order for training products to meet the needs of society, one of the…
Descriptors: Information Technology, Forestry, Agricultural Education, Technological Literacy
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Leen Adel Gammoh – Education and Information Technologies, 2025
This qualitative study examines the risks educators in Jordan face with the integration of ChatGPT, an emerging AI technology, into academic settings. While considerable attention has been given to risks affecting university students, there remains a gap in understanding the specific challenges encountered by educators themselves. Through…
Descriptors: Foreign Countries, Artificial Intelligence, Educational Technology, Technology Integration
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Maurizio Costabile; Connie Caruso; Chris Della Vedova; Sheree Bailey; Layla Mahdi – Advances in Physiology Education, 2025
Science, technology, engineering, and mathematics (STEM) students are typically taught content delivered didactically and closely aligned with the laboratory demonstration of concepts, which facilitates the development of experimental skills. Because of the volume of content delivered across multiple courses, student cognitive abilities can be…
Descriptors: Computer Simulation, Computer Software, Learning Processes, Laboratory Training
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Sonia Lorente; Mónica Arnal-Palacián; Maximiliano Paredes-Velasco – European Journal of Psychology of Education, 2024
The European Higher Education Area (EHEA) proposes to enhance active learning and student protagonism in order to improve academic performance. In this sense, different methodologies are emerging to create scenarios for self-regulation of their learning. In this study the cooperative, collaborative and interdisciplinary learning methodologies were…
Descriptors: Cooperative Learning, Interdisciplinary Approach, Computer Software, Universities
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Hacer Türkoglu; Serpil Yalçinalp – Education and Information Technologies, 2024
Problem solving is one of the high-level thinking skills and essential in teaching mathematical concepts and procedures. The eye-tracking method allows educators to see and interpret different problem-solving behaviours of students. The purpose of this study was to investigate the problem-solving behaviours of university students based on eye…
Descriptors: Problem Solving, Eye Movements, Student Behavior, Geometry
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