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Kovari, Attila; Katona, Jozsef – Education and Information Technologies, 2023
Negative attitudes and perceptions on programming impair the effectiveness of learning programming skills. In this study the attitude related to programming, problem solving, and self-views on importance of IT/programming knowledge were assessed by pre- and post-test completed at the beginning and at the end of a software development course. The…
Descriptors: Computer Software, Programming, Self Efficacy, Problem Solving
Rita N. To – Marketing Education Review, 2024
The Packaging Mockup Project directs students to (1) learn the basic tools in the Adobe Photoshop application, (2) research and create a new brand concept for different product categories, and (3) design an original packaging mockup of their own brand concept. This project is designed to allow students to apply what they learn about branding as…
Descriptors: Design, Computer Software, Visual Aids, Editing
Fatimah H. Aldeeb; Omar M. Sallabi; Monther M. Elaish; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: This paper examines the use of augmented reality (AR) as a concept-association tool in schools, with the aim of enhancing primary school students' learning outcomes and engagement. Conflicting findings exist in previous studies regarding the cognitive load of AR-enriched learning, with some reporting reduced load and others indicating…
Descriptors: Artificial Intelligence, Computer Software, Teaching Methods, Learning Processes
Koranteng, Felix Nti; Sarsah, Francis K.; Kuada, Eric; Gyamfi, Samuel Adu – Education and Information Technologies, 2020
Technology has penetrated all aspects of the society in recent years. In the education sector, collaborative software such as GoogleDocs is pervasively used by both faculty and students. This is often because they enable frequent, cheaper and faster communication opportunities. Nonetheless, little evidence exists on the factors that influences its…
Descriptors: Computer Uses in Education, Computer Assisted Instruction, Computer Software, Cooperative Learning
Ragazou, Vasiliki; Karasavvidis, Ilias – International Association for Development of the Information Society, 2021
Video tutorials substantially support demonstration-based training where the main goal is to enhance procedural knowledge by observing various understandable examples of performing a task. Although video tutorials are broadly popular nowadays, little attention is given to the design features of an instructional tutorial. The aim of this study is…
Descriptors: Instructional Design, Video Technology, Educational Technology, Cues
Hulls, Carol C. W.; Rennick, Christopher – IEEE Transactions on Education, 2020
Contribution: A first-year programming course was redesigned with a large, open-ended robotics project. The course design aligns with best practices for promoting development of students' self-efficacy in solving ill-structured software design problems. Background: From Jonassen's theory, problem-solving outcomes are dependent on the problem…
Descriptors: Programming, Robotics, College Freshmen, Computer Software
Zengin, Yilmaz – Education and Information Technologies, 2019
The purpose of this study was to examine the effect of GeoGebra software on pre-service teachers' mathematical connection skills. The participants of the study comprised 22 pre-service mathematics teachers. A mathematical connection self-efficacy scale and an open-ended questionnaire regarding mathematical connection skills were used as data…
Descriptors: Computer Software, Mathematics Instruction, Preservice Teachers, Mathematics Teachers
Robillos, Roderick Julian – Teaching English with Technology, 2021
Software and digital visual mapping tools have recently been implemented by educators and academics for several educational and related purposes. The current study was set out to explore the effect of using CAAM on Thai EFL learners' argumentative writing performance and their self-regulation of learning awareness. A total of 28 freshman students…
Descriptors: Writing Skills, Self Management, Self Efficacy, Concept Mapping
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Zulkifli, Ahmad Fahim; Danis, Ajau – Asian Journal of University Education, 2021
The main purpose of this study was to explore the CoachEye movement analysis application features most preferred to enhance engagement and learning experience among learners. This study adopted the mixed-method research design comprising both qualitative and quantitative methodologies. Participants consisted of 30 undergraduate physical and health…
Descriptors: Feedback (Response), Physical Education, Health Education, Preservice Teachers
Corritore, Cynthia; Love, Betty – Journal of Information Technology Education: Innovations in Practice, 2020
Aim/Purpose: This study reports the outcome of how a first pilot semester introductory programming course was designed to provide tangible evidence in support of the concept of Student Ownership of Learning (SOL) and how the outcomes of this programming course facilitate effective student learning. Background: Many instructors want to create or…
Descriptors: Introductory Courses, Programming, Computer Science Education, Management Information Systems
Oueini, Simela – ProQuest LLC, 2019
This purpose of this paper is to deepen the understanding for a problem of practice in the mathematics educators' classroom of low retention of information thus leading to poor mathematics achievement. The identification of the problem of practice led to a development of a research focus examining the effects of using intelligent tutoring software…
Descriptors: Intelligent Tutoring Systems, Geometry, Mathematics Instruction, Retention (Psychology)
Yildirim, Osman; Ozdener, Nesrin – International Journal of Technology in Education and Science, 2021
Computer games are effective instructional tools used in programming courses to increase students' motivation and engagement. This participatory action research aims to redesign the Object-Oriented Programming course in which the first author is both the instructor and researcher to make it more effective and efficient. In the first step of the…
Descriptors: Action Research, Programming, Computer Science Education, Computer Software
Zhang, Ruofei; Zou, Di – Computer Assisted Language Learning, 2022
Technology-enhanced collaborative writing for second language learning has been receiving accumulating attention from researchers and educators over years. However, there was a lack of updated review with foci on the types and effectiveness of technologies in collaborative writing. This study conducted a systematic and in-depth review of 34…
Descriptors: Collaborative Writing, English (Second Language), Second Language Learning, Second Language Instruction
Wang, Hong-You; Lin, Vivien; Hwang, Gwo-Jen; Liu, Gi-Zen – Journal of Computer Assisted Learning, 2019
To assess the effects and learner perceptions of context-aware ubiquitous language learning (CAULL), a green-building English-learning application (GBELA) employing sensing technology was created to develop participants' English listening and reading skills using smartphones and QR codes. This study investigated the effects of 40 participants'…
Descriptors: Reading Skills, Listening Skills, English (Second Language), Second Language Learning