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Benmesbah, Ouissem; Lamia, Mahnane; Hafidi, Mohamed – Education and Information Technologies, 2021
Recently, the field of adaptive learning has significantly attracted researchers' interest. Learning path adaptation problem (LPA) is one of the most challenging problems within this field. It is also a well-known combinatorial optimization problem, its main target is the knowledge resources sequencing offered to a specific learner with a specific…
Descriptors: Learning Processes, Mathematics, Problem Solving, Heuristics
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Agrawal, Aastha; Agarwal, Anjali; Bansal, Priti – Education and Information Technologies, 2021
Education is one of the most vital sectors of any nation's development. Site selection for Education Centers (EC) like schools, colleges, and coaching centers can be a very complex process. Various parameters like population, literacy rate, property cost, etc. have to be considered while selecting a site. Though deterministic approaches employed…
Descriptors: Site Selection, Education Service Centers, Mathematics, Heuristics
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Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
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Wu-Yuin Hwang; Ika Qutsiati Utami – Education and Information Technologies, 2024
Automatic generation of math word problems (MWPs) is a challenging task in Natural Language Processing (NLP), particularly connecting it to real-life problems because it can benefit students in developing a higher level of mathematical thinking. However, most of the MWPs are presented within a scholastic setting in a decontextualized way. This…
Descriptors: Artificial Intelligence, Technology Uses in Education, Mathematics Education, Word Problems (Mathematics)
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Kumar, Bimal Aklesh; Goundar, Munil Shiva – Education and Information Technologies, 2019
Heuristic evaluation is a fast and easy way to detect usability problems. Nielsen (1994) proposed ten heuristics that are being widely used to conduct heuristic evaluation. Utilizing these heuristics for mobile learning applications is not very effective because they are generic and were not developed taking mobile devices into consideration. In…
Descriptors: Usability, Heuristics, Electronic Learning, Computer Oriented Programs
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Zhang, Wei; Zeng, Xinyao; Wang, Jihan; Ming, Daoyang; Li, Panpan – Education and Information Technologies, 2022
Programming skills (PS) are indispensable abilities in the information age, but the current research on PS cultivation mainly focuses on the teaching methods and lacks the analysis of program features to explore the differences in learners' PS and guide programming learning. Therefore, the purpose of this study aims to explore horizontal…
Descriptors: Programming, Skill Development, Information Retrieval, Data Processing
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Kumar, Bimal Aklesh; Goundar, Munil Shiva; Chand, Sailesh Saras – Education and Information Technologies, 2020
Heuristic evaluation is a fast and cheap method that can be used to identify usability flaws in mobile learning applications. In this paper, we proposed a framework for heuristic evaluation of mobile learning applications to ensure that best practices are followed, hence saving time and effort in conducting a heuristic evaluation. Ten case studies…
Descriptors: Heuristics, Usability, Electronic Learning, Computer Oriented Programs
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Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
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Sendurur, Emine – Education and Information Technologies, 2018
There are many decision-making theories that explain how people decide to buy, click, read, or skip something online. Studies integrating the eye tracking methodology with decision-making processes state many assumptions. Based on a group of assumptions, the current study aims to compare the two search contexts and find if the assumptions are…
Descriptors: Internet, Decision Making, Online Searching, Graduate Students
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Kaur, Parneet; Singh, Manpreet; Singh Josan, Gurpreet – Education and Information Technologies, 2017
Rank Aggregation techniques have found wide applications for metasearch along with other streams such as Sports, Voting System, Stock Markets, and Reduction in Spam. This paper presents the optimization of rank lists for web queries put by the user on different MetaSearch engines. A metaheuristic approach such as Genetic algorithm based rank…
Descriptors: Comparative Analysis, Search Engines, Genetics, Mathematical Formulas
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Rastegarmoghadam, Mahin; Ziarati, Koorush – Education and Information Technologies, 2017
Swarm intelligence approaches, such as ant colony optimization (ACO), are used in adaptive e-learning systems and provide an effective method for finding optimal learning paths based on self-organization. The aim of this paper is to develop an improved modeling of adaptive tutoring systems using ACO. In this model, the learning object is…
Descriptors: Teaching Methods, Problem Solving, Intelligent Tutoring Systems, Educational Technology