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Showing 1 to 15 of 84 results Save | Export
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Nadine Schlomske-Bodenstein; Bernhard Standl; Pablo Pirnay-Dummer – International Association for Development of the Information Society, 2023
The study presented in this paper uses heuristics from computer linguistics and graph theory to analyze a systematic literature review on educational technology. A literature review was conducted to validate an expert-based taxonomy which was developed to ontologize delivered teaching and learning for easy reuse. The sample includes N = 121…
Descriptors: Heuristics, Educational Technology, Literature Reviews, Automation
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Miri Barak; Tamar Ginzburg; Sibel Erduran – Science & Education, 2024
Engineering education has slowly been making its way into schools with the aim of promoting engineering literacy, which is central to learning and working in a technology-oriented society. Educators and policy makers advocate the need for developing students' understanding of the nature of engineering (NOE); yet, there is an ongoing debate on the…
Descriptors: Engineering Education, Science Curriculum, Integrated Curriculum, Educational Research
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Andrew Kwok-Fai Lui; Sin-Chun Ng; Stella Wing-Nga Cheung – Interactive Learning Environments, 2024
The technology of automated short answer grading (ASAG) can efficiently process answers according to human-prepared grading examples. Computer-assisted acquisition of grading examples uses a computer algorithm to sample real student responses for potentially good examples. The process is critical for optimizing the grading accuracy of machine…
Descriptors: Grading, Computer Uses in Education, Educational Technology, Artificial Intelligence
Lang-Raad, Nathan D. – Jossey-Bass, An Imprint of Wiley, 2023
Students and teachers alike face a dilemma: Why think deeply when we can just take a shortcut by googling something? Why read an article when we can learn from a social media headline? If, as educators, we want to encourage our students to value thoughtfulness and to embrace the effort it takes to reach deep understandings, we must model that…
Descriptors: Critical Thinking, Elementary Secondary Education, Brain, Heuristics
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Clarivando Francisco Belizário Júnior; Fabiano Azevedo Dorça; Luciana Pereira de Assis; Alessandro Vivas Andrade – International Journal of Learning Technology, 2024
Loop-based intelligent tutoring systems (ITSs) support the learning process using a step-by-step problem-solving approach. A limitation of ITSs is that few contents are compatible with this approach. On the other hand, recommendation systems can recommend different types of content but ignore the fine-grained concepts typical of the step-by-step…
Descriptors: Artificial Intelligence, Educational Technology, Individualized Instruction, Cognitive Style
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Jon M. Wargo; Kierstin Giunco – Reading Teacher, 2024
Offering a heuristic to apprentice young children into the disciplines, we examine how one multiage classroom teacher leveraged the resources of personal digital inquiry to forward students' knowledge building.
Descriptors: Educational Technology, Literacy, Elementary School Teachers, Elementary School Students
Keyna M. Sloan – ProQuest LLC, 2024
This study asked what elements should be included in a cognitive accessibility heuristic framework for parent-educators to compare STEM educational video games for K-5 level autistic children who require substantial supports? To provide an answer to this question, two component questions were asked: 1) "which computer learning game…
Descriptors: Autism Spectrum Disorders, Educational Games, Video Games, Elementary School Students
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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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Olimpio, Anara; Notargiacomo, Pollyana – International Association for Development of the Information Society, 2020
The article analyzes the success of interactive methods for evaluating digital tools and digital games with a focus on usability. To do so, it maps out the game's heuristic evaluations of usability, called playability. In this context, a bibliographic review was performed, seeking to encompass the most prominent authors as well as the articles…
Descriptors: Educational Games, Usability, Evaluation, Design
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Bolaños, Fernando; Pilerot, Ola – Journal of Vocational Education and Training, 2023
It is argued that developing digital abilities is key for today's knowledge society. They facilitate engaging with pervasive information communication technologies and manipulating information. Governments have invested vastly in formal education aimed at developing digital abilities. Policies and directives driving this venture need to be…
Descriptors: Digital Literacy, Discourse Analysis, Vocational Education, Secondary Education
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Tijani, Olawale Kazeem; Obielodan, Omotayo; Akingbemisilu, Abiola – International Journal of Education and Development using Information and Communication Technology, 2020
The study evaluated usability of the "Opón-Ìmo" Technology Enhanced Learning System ("OTELS"), an educational software deployed for teaching and learning across state-owned senior secondary schools in Osun State, Nigeria. It employed a descriptive research design of the survey type. Eight teacher-educators in Educational…
Descriptors: Educational Technology, Teacher Educators, Teacher Attitudes, Integrated Learning Systems
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Nacu, Denise; Martin, Caitlin K.; Pinkard, Nichole – Educational Technology Research and Development, 2018
With the growing emphasis on developing 21st century skills among today's youth, there is continued optimism about the possibilities granted by increasing access to networked technologies, particularly for encouraging youth to pursue their interests and take ownership of their learning. Yet, research demonstrates the importance of adult support in…
Descriptors: Heuristics, Middle Schools, Learning Experience, Design
Verma, Mudit – Online Submission, 2018
In the future, intelligent machines will replace or enhance human capabilities in many areas. Artificial intelligence is the intelligence exhibited by machines or software. It is the subfield of computer science. Artificial intelligence is becoming a popular field in computer science as it has enhanced the human life in many areas. Artificial…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Computer Software
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Giang, Christian; Piatti, Alberto; Mondada, Francesco – IEEE Transactions on Education, 2019
Contribution: This paper presents a model for educational robotics tools and a corresponding set of heuristics for their development and evaluation specifically adapted to the needs and expectations in formal education settings. Background: The increased use of educational robots in classrooms, and the steadily growing number of alternatives from…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Teaching Methods
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Mbati, Lydia – International Journal of Mobile and Blended Learning, 2017
Educational technological innovation to enhance the learning experience of students requires a sound understanding of intended learning outcomes and an understanding of the pedagogical affordances of technology. Literature reveals that an understanding of the application of mLearning in facilitating the achievement of specific learning objectives…
Descriptors: Electronic Learning, Educational Technology, Technological Literacy, Outcomes of Education
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