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Jean-Baptiste Ndagijimana; Evode Mukama; Liz Lakin; Samia Khan; Jean Pierre Alpha Munyaruhengeri; Jean Claude Dushimimana; Olivier Habimana; Paulin Manirakiza; Jeannette Musengimana; Henriette Mushimiyimana – Cogent Education, 2024
This study examines the effectiveness of GeoGebra in enhancing students' conceptual understanding of points, lines, and angles within a socio-cultural learning context. A quasi-experimental, nonequivalent pretest-posttest design was utilized, involving 279 first-year secondary school students from four public schools in Rwanda. Participants were…
Descriptors: Mathematics Instruction, Educational Technology, Computer Software, Instructional Effectiveness
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Sari Atmini; Ruzita Jusoh; Arum Prastiwi; Setyo Tri Wahyudi; Kurniasari Novi Hardanti; Nadafajar Nurmani'ah Widiarti – Cogent Education, 2024
This research investigates the factors influencing plagiarism from the perspective of the fraud diamond framework. It aims to obtain empirical evidence that higher pressure, opportunity, rationalization, and competencies influence an increase in plagiarism. Currently, information technology has rapidly advanced, and artificial intelligence has…
Descriptors: Plagiarism, Accounting, Deception, Guidelines
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Christophe O. Soulage; Fabien Van Coppenolle; Fitsum Guebre-Egziabher – Advances in Physiology Education, 2024
Artificial intelligence (AI) has gained massive interest with the public release of the conversational AI "ChatGPT," but it also has become a matter of concern for academia as it can easily be misused. We performed a quantitative evaluation of the performance of ChatGPT on a medical physiology university examination. Forty-one answers…
Descriptors: Medical Students, Medical Education, Artificial Intelligence, Computer Software
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Mufidah Firzanah Mihat – Journal of Science and Mathematics Education in Southeast Asia, 2024
The digital era's technological transformation has a wide range of beneficial effects on the science learning process. Game-based learning (GBL) is the use of game design ideas to learn about some topic while pupils are striving to do their best in the process. This study was carried out with the help of Educaplay apps ("Identify Me…
Descriptors: Science Education, Computer Software, Grade 4, Elementary School Students
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Kerstin Wagner; Agathe Merceron; Petra Sauer; Niels Pinkwart – Journal of Educational Data Mining, 2024
In this paper, we present an extended evaluation of a course recommender system designed to support students who struggle in the first semesters of their studies and are at risk of dropping out. The system, which was developed in earlier work using a student-centered design, is based on the explainable k-nearest neighbor algorithm and recommends a…
Descriptors: At Risk Students, Algorithms, Foreign Countries, Course Selection (Students)
Kimberly Ann Dalius – ProQuest LLC, 2024
This study explored how developing digital literacy skills could influence digital self-efficacy, cognitive load, mindfulness, and productivity among Generation Z college students in Karachi, Pakistan, using the Pauseitive app. With digital tools playing an ever-growing role in education, understanding their impact on students' mental processes…
Descriptors: Foreign Countries, College Students, Technology Uses in Education, Educational Technology
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Atef Odeh AbuSa’aleek; Aied Alenizi – Teaching English with Technology, 2024
To better understand the use of ChatGPT as a tool for learning in higher education, this investigation reports student responses to an e-questionnaire investigating their perspectives on it. In particular, it delves into whether there are any significant differences between opinions based on gender and the level of study of 51 postgraduate…
Descriptors: Graduate Students, Student Attitudes, Artificial Intelligence, Synchronous Communication
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Khaled ElEbyary; Ramy Shabara – Teaching English with Technology, 2024
Although some published studies have challenged the importance and efficacy of written corrective feedback (WCF), ESL/EFL tutors continue to value its practice and provide WCF to their students in spite of their time and workload constraints. The development of various automated-feedback applications over the last few years contributed to our…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Feedback (Response)
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Musa Adekunle Ayanwale; Mdutshekelwa Ndlovu – Journal of Pedagogical Research, 2024
The COVID-19 pandemic has had a significant impact on high-stakes testing, including the national benchmark tests in South Africa. Current linear testing formats have been criticized for their limitations, leading to a shift towards Computerized Adaptive Testing [CAT]. Assessments with CAT are more precise and take less time. Evaluation of CAT…
Descriptors: Adaptive Testing, Benchmarking, National Competency Tests, Computer Assisted Testing
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Yogi Suprayogi; Senny Luckyardi; Dede Kurnia; Mirza Abdi Khairusy – International Journal of Language Education, 2024
The increase in borderless digital-based business competition shows how language education is impacted by neoliberalism in this global era. We explore how linguistic technopreneurship (LT) roles is increasingly constructed as a form of linguistic entrepreneurship to exploit language-related resources to enhance one's socioeconomic value…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Entrepreneurship
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Preeti Bhaskar; Pankaj Misra; Gaurav Chopra – International Journal of Information and Learning Technology, 2024
Purpose: The discussion about using Chat Generative Pre-Trained Transformer (ChatGPT) by teachers is making notable progress on a daily basis. This research examines the teachers' adoption intention to adopt ChatGPT by focusing on perceived trust and perceived risk. The study seeks to elucidate the impact of these two factors on teachers' adoption…
Descriptors: Trust (Psychology), Risk, Artificial Intelligence, Synchronous Communication
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Lin Zhang; Qiang Jiang; Weiyan Xiong; Wei Zhao – Journal of Educational Computing Research, 2025
This study seeks to deepen the understanding of the direct and indirect effects of human-computer dialogic interaction programming activities, facilitated by ChatGPT, on student engagement. Data were collected from 109 Chinese high school students who engaged in programming tasks using either ChatGPT-driven dialogic interaction or traditional pair…
Descriptors: Artificial Intelligence, Computer Software, Computer Science Education, Programming
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Lee Cheng; Chi Ying Lam – Music Education Research, 2025
Amidst growing interest and accumulating evidence that learning music can enhance the intellectual, social, and personal development of children, there remains a notable gap in addressing how it can benefit children with functional diversity. Adopting a posthuman perspective, this paper asserts that the design and use of technology can provide a…
Descriptors: Communication Skills, Interpersonal Communication, Music Activities, Telecommunications
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Lucas Thadeu Vulcão da Rocha; Lucas Ryu Morotomi Pereira; Reimison Moreira Fernandes; André Cristiano Silva Melo; Dirceu da Silva; Izabela Simon Rampasso; Rosley Anholon; Vitor William Batista Martins – Higher Education, Skills and Work-based Learning, 2025
Purpose: Manufacturing systems have undergone radical changes because of the implementation of physical and digital innovating technologies with high levels of connectivity, interoperability and autonomy. In this regard, the objective of this study was to investigate whether industrial engineers graduated in recent years in Brazil are prepared or…
Descriptors: Manufacturing, Technology Integration, Industrial Education, Engineering
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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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