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Janetta Adelle Robins Boone – ProQuest LLC, 2024
This dissertation aimed to expand knowledge and practical uses of educational technology tools in high-stakes team training environments. This study depicted the real-world impacts of virtual reality (VR) technology on learning and training for the Royal New Zealand Police Academy and those training teams in high-stakes environments.…
Descriptors: Cognitive Processes, Difficulty Level, Police Education, Police
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Ziya Görkem Celasun; Senem Üstün Kaya – Turkish Online Journal of Educational Technology - TOJET, 2025
Gamification has emerged as a transformative approach in education, integrating game elements such as points, badges, leaderboards, and progress bars with traditional learning to enhance engagement and improve learning outcomes. By leveraging psychological principles of motivation, gamification fosters participation and persistence, making it a…
Descriptors: Gamification, Cognitive Processes, Anxiety, Self Esteem
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Carlos Mera Cantillo; Estíbaliz Aragón Mendizábal; Malena Manchado Porras; Maria Inmaculada Menacho Jimenez; Flavia S. Arrigoni; Mari Carmen Canto López; Jose I. Navarro Guzmán – Electronic Journal of Research in Educational Psychology, 2025
Introduction: The main objective of this study was to validate six educational applications developed to train the cognitive precursors associated with mathematics learning in early childhood education students. Method: The mathematical performance of 193 preschool students aged 57 to 79 months (M=63.3, SD=3.7) from various schools was assessed…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Preschool Education
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Segun Michael Ojetunde; Umesh Ramnarain – Smart Learning Environments, 2025
Learning interaction patterns is key to the explanation of learning outcomes. Different studies have reported the relationship between classroom process variables and learning outcomes in a traditional classroom setting. However, the advent of robotics and its attendant student-robot interaction moderated by students' mathematical ability is yet…
Descriptors: Robotics, Technology Uses in Education, Mathematics Skills, Outcomes of Education
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James Pengelley; Peter R. Whipp; Anabela Malpique – Technology, Pedagogy and Education, 2025
The rising use of technology in classrooms has also brought with it a concomitant wave of computer-based assessments. The argument for computer-based testing is often framed in terms of efficiency and data management: computer-based tests facilitate more efficient processing of test data and the rate at which feedback can be leveraged for student…
Descriptors: Cognitive Processes, Paper and Pencil Tests, Computer Assisted Testing, Student Evaluation
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Xiao-Fan Lin; Seng Yue Wong; Wei Zhou; Weipeng Shen; Wenyi Li; Chin-Chung Tsai – International Journal of Science and Mathematics Education, 2024
Research evidence indicated that a specific type of augmented reality-assisted (AR-assisted) science learning design or support might not suit or be effective for all students because students' cognitive load might differ according to their experiences and individual characteristics. Thus, this study aimed to identify undergraduate students'…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Foreign Countries
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Jiseung Yoo; Jisun Park; Minsu Ha; Chelcea Mae Lagmay Darang – SAGE Open, 2024
In the context of formative assessment in classrooms, the incorporation of automated evaluation (AE) systems and teachers' interactions with them hold significant importance. This study aimed to investigate the cognitive processes of pre-service teachers as they engaged with an AE system. We developed an unsupervised learning-based AE system, the…
Descriptors: Preservice Teachers, Cognitive Processes, Automation, Supervision
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Xiao-Rong Guo; Shao-Ying Gong; Si-Yang Liu; Jing Wang; Yan-Qing Wang; Xin Zhao – European Journal of Psychology of Education, 2025
Previous studies have pointed out that leisure motivational interference was an important factor affecting students' learning satisfaction. This study concentrates on three unexplored areas in the current literature on leisure motivational interference and learning satisfaction. Specifically, it is the first to (a) focus on the effects of digital…
Descriptors: Leisure Time, Student Motivation, College Students, Electronic Learning
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Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
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Ce Song – European Journal of Education, 2025
This study examines the role of AI-powered learning tools in influencing cognitive load, well-being and academic success among music education students, with a focus on technology acceptance as a key factor. Data were collected through a random sampling of 454 Chinese music students (192 males, 262 females) aged 18-24, with varying levels of…
Descriptors: Artificial Intelligence, Technology Uses in Education, Influence of Technology, Music Education
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Yang Liu – Education and Information Technologies, 2024
The use of smart technologies in bilingual education opens up new opportunities for language learning. This study aims to examine the influence of bilingualism on neural connections and brain activity in the context of education based on smart technologies. To achieve this goal, an experiment used functional magnetic resonance imaging (fMRI). An…
Descriptors: Foreign Countries, Multilingualism, Foreign Students, College Students
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Zuhan Liu; Lili Wang – Education and Information Technologies, 2025
With the continuous development of embodied cognition theory and virtual reality (VR) technology, its application in teaching has been paid more and more attention by researchers. However, there are still few practical studies on the combination of VR technology and embodied learning. Starting from literature research, the paper analyzes the…
Descriptors: Cognitive Processes, Computer Simulation, Human Body, Experiential Learning
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Teng Teng – European Journal of Education, 2025
The application of big data in education sparks debates on its effects. Researchers explore its impact on learning outcomes, with divergent views on neural networks' potential and negative consequences. This study assesses big data's influence on basic literacy skills in music education for 5th graders. Using clustering and k-density analyses,…
Descriptors: Elementary School Students, Music Education, Data Analysis, Data Collection
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Jingru Zhang; Wan Ahmad Jaafar Wan Yahaya; Mageswaran Sanmugam; Yuting Dai – SAGE Open, 2025
The potential of educational augmented reality systems to improve students' learning performance, motivation, and cognitive load has been demonstrated by recent studies. To help students learn the design history material, this study suggests an AR-integrated learning application strategy. In this study, we use Modernism as the theoretical…
Descriptors: Cognitive Processes, Difficulty Level, Physical Environment, Simulated Environment
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Ashraf Alam; Atasi Mohanty – Cogent Education, 2023
The present study involved an experimental inquiry wherein the researcher examined the possible impact of "textual cues" and "summarising scaffolding" on cognitive load, mental model, and learning performance. The study was conducted on a sample of 122 primary school pupils from Hyderabad, India. It commenced on 20 January 2021…
Descriptors: Computer Simulation, Curriculum Design, Cognitive Processes, Difficulty Level
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