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Niklas Humble; Jonas Boustedt; Hanna Holmgren; Goran Milutinovic; Stefan Seipel; Ann-Sofie Östberg – Electronic Journal of e-Learning, 2024
Artificial Intelligence (AI) and related technologies have a long history of being used in education for motivating learners and enhancing learning. However, there have also been critiques for a too uncritical and naïve implementation of AI in education (AIED) and the potential misuse of the technology. With the release of the virtual assistant…
Descriptors: Cheating, Artificial Intelligence, Technology Uses in Education, Computer Science Education
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Fernando Castelló-Sirvent; Vanessa Roger-Monzó; Ricardo Gouveia-Rodrigues – Electronic Journal of e-Learning, 2024
In recent years, academic interest in new developments in Artificial Intelligence (AI) and its ethical challenges in higher education has increased. The new emerging technologies that have become popular among the university community in recent times require an exhaustive study to evaluate their impact on academic integrity and plagiarism. The…
Descriptors: Ethics, Higher Education, Artificial Intelligence, Computer Software
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Jakab, Imrich; Ševcík, Michal; Grežo, Henrich – Electronic Journal of e-Learning, 2017
The methods of geospatial data processing are being continually innovated, and universities that are focused on educating experts in Environmental Science should reflect this reality with an elaborate and purpose-built modernization of the education process, education content, as well as learning conditions. Geographic Information Systems (GIS)…
Descriptors: Models, Higher Education, Geographic Information Systems, Environmental Education
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Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
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Fancott, Terrill; Kamthan, Pankaj; Shahmir, Nazlie – Electronic Journal of e-Learning, 2012
In recent years, user stories have emerged in academia, as well as industry, as a notable approach for expressing user requirements of interactive software systems that are developed using agile methodologies. There are social aspects inherent to software development, in general, and user stories, in particular. This paper presents directions and…
Descriptors: Computer Software, Web 2.0 Technologies, Internet, Social Networks
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Fetaji, Bekim; Fetaji, Majlinda – Electronic Journal of e-Learning, 2009
As a number of recent studies suggest applications of networked computers in education have very inconsistent results ranging from success stories to complete failures. Literally, thousands of e-learning projects have been carried out that greatly differ in their outcomes. Until now, however, there is no systematic or a standardized way of…
Descriptors: Electronic Learning, Research Methodology, Outcomes of Education, Learning Strategies
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Schwieren, Joachim; Vossen, Gottfried; Westerkamp, Peter – Electronic Journal of e-Learning, 2006
e-Learning has become a major field of interest in recent years, and multiple approaches and solutions have been developed. A typical form of e-learning application comprises exercise submission and assessment systems that allow students to work on assignments whenever and where they want (i.e., dislocated, asynchronous work). In basic computer…
Descriptors: Computer Software, Programming, Electronic Learning, Higher Education
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Godwin, Stephen; McAndrew, Patrick; Santos, Andreia – Electronic Journal of e-Learning, 2008
Web-enabled technology is now being applied on a large scale. In this paper we look at open access provision of teaching and learning leading to many users with varying patterns and motivations for use. This has provided us with a research challenge to find methods that help us understand and explain such initiatives. We describe ways to model the…
Descriptors: Resource Units, Technology Uses in Education, Educational Technology, Shared Resources and Services
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Adams, Andrew; Williams, Shirley – Electronic Journal of e-Learning, 2006
Customer-Driven Development is a technique from the software development method called extreme Programming (XP) where customers (most importantly including end users of all levels) are closely involved in the software design and redesign process. This method of producing software suitable for customers has been adapted to help in the production of…
Descriptors: Computer Software, Computer Assisted Testing, Multiple Choice Tests, Questioning Techniques
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Plaisent, Michel; Maguiraga, Lassana; Bernard, Prosper; Larhrib, Samir – Electronic Journal of e-Learning, 2004
This communication discusses preliminary results on an experimentation of e-Learning with MIS students, mainly in order to cope with the logistics of lab organization. A learning management software was installed which changed completely the learning process, from content to logistics. Students have expressed their satisfaction with the e-Learning…
Descriptors: Experiments, Foreign Countries, Higher Education, Educational Technology
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Peretz, Arna – Electronic Journal of e-Learning, 2005
This paper describes a graduate-level scientific/academic writing course for non-native speakers (NNS) of English at Ben-Gurion University of the Negev (BGU), Israel, which is taught in a technology-enhanced or blended learning environment. The use and integration of electronic discourses, such as email and Powerpoint, on-screen marking…
Descriptors: Teaching Methods, Academic Discourse, Information Technology, Electronic Learning