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Peconcillo, Larry B., Jr.; Peteros, Emerson D.; Mamites, Irene O.; Sanchez, Domenic T.; Tenerife, Janine Joy L.; Suson, Roberto L. – International Journal of Education and Practice, 2020
It has always been a challenge to improve student learning outcomes. Stakeholders in higher education institutions need to go beyond traditional methods and develop new practices to elevate student's performance in mathematics. This research assessed the influencers of student Mathematics performance and also determined the issues and concerns…
Descriptors: Foreign Countries, College Mathematics, Mathematics Achievement, College Students
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Vladimir Beketov; Marina Lebedeva; Marina Taranova – Interactive Learning Environments, 2024
The use of the innovative technologies, in particular virtual and augmented reality technologies, can have a significant impact on the training of future doctors. The sample set of the experiment consisted of 211 students from I.M. Sechenov First Moscow State Medical University. The students were divided into 4 age groups: full-time students of…
Descriptors: Artificial Intelligence, Computer Simulation, Academic Achievement, Influence of Technology
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Cristina Valdés-Argüelles; Aquilina Fueyo Gutiérrez; María Verdeja – Journal of Technology and Science Education, 2024
As video games have evolved, they have emerged as useful tools in areas such as education, tackling global issues through their storylines and mechanics. However, never in the history of video games, not even today, has there been parity in the proportion of women directly employed in the development of video games. This paper is part of a broader…
Descriptors: Video Games, Sex, Females, Industry
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Chantal A. Vella; Megan C. Nelson – Journal of American College Health, 2024
Objective: To characterize the context, patterns, and correlates of sedentary behavior (SB) in university students. Participants: A total of 95 adults (41% men) enrolled in 34 different undergraduate majors. Methods: SB was assessed by questionnaire and accelerometer. Results: Objective SB and moderate-to-vigorous physical activity (MVPA)…
Descriptors: Health Behavior, Physical Activities, Pattern Recognition, Correlation
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Stella Eteng-Uket; Ebere Ezeoguine – Journal of Educators Online, 2025
As technology and education intersect, the potential of Artificial Intelligence (AI) to enhance learning and engagement via chatbots is notable and has been widely acclaimed, though with mixed reports. This study thus investigates AI chatbots' effectiveness in enhancing learning outcome and engagement, using a quasi-experimental design with three…
Descriptors: Artificial Intelligence, Computer Uses in Education, Learner Engagement, Outcomes of Education
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Christina Shane-Simpson; Tatiana Bakken – Teaching of Psychology, 2024
Background: College students frequently identify social media sites (SMSs) as in-class distractions, although students continue to use these sites during class. In a technology-driven world, students' fear of missing out (FOMO) may drive SMS behaviors, whereby classes and study time serve as obstacles to fulfilling one's social desires. Objective:…
Descriptors: Fear, Social Media, Influence of Technology, College Students
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Hanife Gülhan Orhan Karsak; Sultan San; Ismail San – Education and Information Technologies, 2025
The objective of this study is to compare the levels of acceptance of occupational technology among police officers and middle school teachers in the Eastern Anatolia region of Turkey. Analyses based on the UTAUT2 model evaluated the impact of demographic variables, including gender, occupation, age, and tenure, on technology acceptance processes.…
Descriptors: Computer Attitudes, Positive Attitudes, Police, Teachers
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Omid Salmanpour; Omid Tabatabaei; Hadi Salehi; Melor Md Yunus – Asian-Pacific Journal of Second and Foreign Language Education, 2024
This study investigated the effect of using Stoodle software program on Iranian EFL teachers' autonomy, creativity, and work engagement in the light of teaching experience and gender. The participants comprised 60 EFL teachers including 30 male (15 novice and 15 experienced) and 30 female (15 novice and 15 experienced) teachers teaching at five…
Descriptors: Computer Software, Influence of Technology, English (Second Language), Language Teachers
Rian-Angelica M. Barreras – ProQuest LLC, 2024
When accessing the internet, smartphones allow users to access social media, search for information, and communicate with others while on the go. Smartphones no longer only provide a way to connect; this technology also allows people relate to others and maintain their relationships. This study explores (a) student smartphone use behaviors, (b)…
Descriptors: College Students, Student Behavior, Telecommunications, Handheld Devices
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Lee, Youngsu; Heinze, Timothy – Journal of Marketing Education, 2020
Technology usage is widespread across most fields of business. In sales, "back-end" technologies, such as customer relationship management or salesforce automation, offer a foundation for effective and efficient "front-line" interactions in the personal selling process (PSP). In many instances, "front-line" technology…
Descriptors: Salesmanship, Merchandising, Gender Differences, Influence of Technology
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Andie Tangonan Capinding; Franklin Tubeje Dumayas – Problems of Education in the 21st Century, 2024
Artificial Intelligence (AI) has become a transformative force in education, significantly influencing students. This research explores AI's impact on learning experiences, academic performance, career guidance, motivation, self-reliance, social interaction, and AI dependency. Utilizing a descriptive-comparative design, 194 student respondents…
Descriptors: Transformative Learning, Teaching Methods, Artificial Intelligence, Influence of Technology
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Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior
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Ruth Jeong; Megan Gilbertson; Logan N. Riffle; Michelle K. Demaray – International Journal of Bullying Prevention, 2024
The current study examined the role of moral disengagement in cyberbullying participant role behavior among college-aged individuals. Participants included 434 students who completed surveys measuring their participation in cyberbullying, including online bystander role behaviors, as well as their moral disengagement. Regression analysis results…
Descriptors: Bullying, Moral Issues, Computer Mediated Communication, Student Behavior
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Kamal Ahmed Soomro; Mahnoor Ansari; Imdad Ali Bughio; Nasrullah Nasrullah – International Journal of Learning Technology, 2024
Digital competence is now considered the most vital skill to thrive in today's information age. This study aimed to examine the gender and urban-rural divide in the digital competence of university students. We surveyed 241 undergraduate and graduate students in the universities of Sindh, Pakistan. The findings showed that there was no significant…
Descriptors: Rural Urban Differences, Digital Literacy, Universities, Undergraduate Students
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Doo-Hun Choi – SAGE Open, 2024
This study investigated how social media use among South Korean adolescents influences life satisfaction, using two-wave panel survey data. Specifically, this study examined the mediating mechanism by which adolescents' social media use is associated with their life satisfaction through social support and social capital. The results demonstrated…
Descriptors: Social Media, Life Satisfaction, Student Attitudes, Correlation
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