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Showing 1 to 15 of 27 results Save | Export
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Luciana Oliveira; Célia Tavares; Artur Strzelecki; Manuel Silva – Electronic Journal of e-Learning, 2025
As generative artificial intelligence tools like ChatGPT become increasingly integrated into educational environments, understanding their impact on critical thinking is crucial. Despite growing concerns about AI's potential to diminish students' independent reasoning, there is a lack of research tools specifically designed to evaluate students'…
Descriptors: Critical Thinking, Artificial Intelligence, Computer Software, Technology Integration
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Smolinski, Pawel Robert; Szostakowski, Marcin; Winiarski, Jacek – Electronic Journal of e-Learning, 2023
The COVID-19 pandemic has caused an increase in the use of e-learning software. From the perspective of the decision-makers (school/university administration), it is crucial to understand what characteristics of the software are perceived by the users (teachers) as necessary for a task (e-learning). A popular method of determining these…
Descriptors: Electronic Learning, Computer Software, Use Studies, Teacher Behavior
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Asnawi Muslem; Faisal Mustafa; Ruhul Reffina Rahayu; Eridafithri – Electronic Journal of e-Learning, 2024
Google Classroom has been frequently used as an e-learning platform to substitute for Learning Management System (LMS), and the use of its features (Classwork, Stream, People, etc.) varies among teachers with different goals, focuses, and familiarity. However, research has not addressed how the selection of Google Classroom features affects…
Descriptors: Computer Software, Virtual Classrooms, Teaching Methods, English (Second Language)
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Peled, Yehuda; Kurtz, Gila; Avidov-Ungar, Orit – Electronic Journal of e-Learning, 2021
This paper presents the results of an empirical study on validation of performance statements for an inventory of the digital literacy skills required for learning. These skills are used to determine digital readiness of pre-service teachers. The paper reports on validation of an adjusted set of 54 performance statements which were categorized…
Descriptors: Technological Literacy, Preservice Teachers, Foreign Countries, Validity
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Luef, Eva Maria; Ghebru, Bethel; Ilon, Lynn – Electronic Journal of e-Learning, 2019
Use and development of applications for smartphones (so-called 'apps') continue to rise, and it comes as no surprise that language learning apps (such as Google Translate) are immensely popular among the younger generation. But, do these apps actual help students learn a language and, if so, how is apps usage influenced by the proficiency of the…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Telecommunications
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Adelabu, Folake Modupe; Makgato, Moses; Ramaligela, Manto Sylvia – Electronic Journal of e-Learning, 2019
The use of dynamic geometry computer software (DGCS) is important in educational environment, and it is more advantageous for learning mathematics comprehensively. This study examined the importance of dynamic geometry computer software on learners' performance in geometry. A quasi experimental, non-equivalent control group was used. The…
Descriptors: Geometry, Computer Software, Academic Achievement, Foreign Countries
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Pløhn, Trygve; Louchart, Sandy; Aalberg, Trond – Electronic Journal of e-Learning, 2015
Pervasive gaming is a reality-based gaming genre originating from alternative theatrical forms in which the performance becomes a part of the players' everyday life. In recent years much research has been done on pervasive gaming and its potential applications towards specific domains. Pervasive games have been effective with regards to…
Descriptors: Story Telling, Foreign Countries, Video Games, Computer Software
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Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education
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Mettiäinen, Sari – Electronic Journal of e-Learning, 2015
The aim of this study was to determine nursing teachers' and students' attitudes to and experiences of using an electronic assessment and feedback tool in supervision of clinical training. The tool was called eTaitava, and it was developed in Finland. During the pilot project, the software was used by 12 nursing teachers and 430 nursing students.…
Descriptors: Foreign Countries, Nursing Education, Nursing Students, Feedback (Response)
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Greener, Sue; Wakefield, Craig – Electronic Journal of e-Learning, 2015
In this study Higher Education teachers were offered new mobile devices with very few conditions attached. The aim was to introduce staff to mobile technology and how it could be used to support teaching and learning within a small, interdisciplinary campus. The study hypothesized that by offering staff the simple incentive of new mobile devices…
Descriptors: College Faculty, Teacher Effectiveness, Self Efficacy, Technological Literacy
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Olsson, Marie; Mozelius, Peter; Collin, Jonas – Electronic Journal of e-Learning, 2015
Courses in virtual learning environments can leave recently enrolled participants in a state of loneliness, confusion and boredom. What course content is essential in the course, where can more information be found and which assignments are mandatory? Research has stated that learner control and motivation are crucial issues for successful online…
Descriptors: Questionnaires, Visualization, Electronic Learning, Programming
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Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
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Onguko, Brown Bully – Electronic Journal of e-Learning, 2014
JiFUNzeni blended learning approach is a sustainable approach to provision of professional development (PD) for those in challenging educational contexts. JiFUNzeni approach emphasizes training regional experts to create blended learning content, working with appropriate technology while building content repositories. JiFUNzeni approach was…
Descriptors: Blended Learning, Faculty Development, Sustainability, Educational Technology
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Kurilovas, Eugenijus; Dagiene, Valentina – Electronic Journal of e-Learning, 2009
The main scientific problems investigated in this article deal with technical evaluation of quality attributes of the main components of e-Learning systems (referred here as DLEs--Digital Libraries of Educational Resources and Services), i.e., Learning Objects (LOs) and Virtual Learning Environments (VLEs). The main research object of the work is…
Descriptors: Electronic Learning, Evaluation Criteria, Electronic Libraries, Evaluation Methods
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Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
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