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Joseph Lobo; Genesis Dimalanta; Conrad Buerkley; Susan Manuel; Amiel Alfonso; Celter Cris Torres; Gerald Suba – Journal of Educators Online, 2025
This study adapted Davis' (1989) Technology Acceptance Model (TAM) to investigate what influences students' attitudes on using Microsoft Teams (MS Teams) as a learning tool for Physical Education (PE). Partial Least Square-Structural Equation Modeling (PLS-SEM) analysis of survey responses from 1,916 Mabalacat City College students enrolled in an…
Descriptors: Physical Education, Computer Software, Instructional Effectiveness, Computer Uses in Education
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Aldo Gordillo; Daniel Lopez-Fernandez – IEEE Transactions on Education, 2024
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and…
Descriptors: Game Based Learning, Computer Software, Conventional Instruction, Instructional Effectiveness
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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
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Mohamed Oubibi; Katsiaryna Hryshayeva – Education and Information Technologies, 2024
Background: In primary school art education, it is crucial to foster innovative thinking, encourage hands-on creativity, and nurture an awareness of fundamental artistic aesthetics. Thus, the curriculum should emphasize art literacy development, and it should be supplemented with practical activities and promote humanistic values. Objectives: This…
Descriptors: Art Education, Computer Simulation, Educational Technology, Technology Uses in Education
Chelsy Hooper – Association Supporting Computer Users in Education, 2022
Undergraduate university students experience a knowledge gap when required to use unfamiliar software applications without the benefit of direct instruction. As a solution, students often turn to online support, particularly video, but little is known about students' perceptions of the effectiveness of support videos. As libraries are a principle…
Descriptors: Undergraduate Students, Student Attitudes, Instructional Effectiveness, Instructional Materials
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Genady Kogan; Hadas Chassidim; Irina Rabaev – Educational Technology Research and Development, 2024
The main goal of this study was to evaluate the impact of an animation and visualization of data structures (AVDS) tool on both perceptions and objective test performance. The study involved a rigorous experiment that assessed the usability, acceptability, and effectiveness of the AVDS tool in solving exercises. A total of 78 participants…
Descriptors: Animation, Teaching Methods, Instructional Effectiveness, Learning Experience
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Poe, Laura; Mew, Lionel – Industry and Higher Education, 2022
The objective of traditional software development courses focuses on competencies in the programming languages and technical tools. Project methodologies and software development are typically taught as theory-driven and separate courses in Information Systems undergraduate programs. Rather than teaching project methodologies as secondary to the…
Descriptors: Computer Software, Active Learning, Courses, Teaching Methods
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Antonija Mitrovic; Matthias Galster; Sanna Malinen; Jay Holland; Ja'afaru Musa; Negar Mohammadhassan; Raul Vincent Lumapas – ACM Transactions on Computing Education, 2023
Objectives: Communication skills are crucial for effective software development teams, but those skills are difficult to teach. The goal of our project is to evaluate the effectiveness of teaching face-to-face communication skills using AVW-Space, a platform for video-based learning that provides personalized nudges to support student's engagement…
Descriptors: Video Technology, Computer Software, Communication Skills, Electronic Learning
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J. Bradley Barger; Danielle N. Edwards – Anatomical Sciences Education, 2024
Skull anatomy is a difficult region for anatomy students to learn and understand but is necessary for a variety of health professional students. To improve learning, a 3D-printed human skull was developed, produced, and distributed to a course of 83 dental students for use as a take-home study tool over the 10-week anatomy course. The 70% scale…
Descriptors: Anatomy, Student Attitudes, Dental Schools, Computer Software
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Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
Chelsy Hooper – ProQuest LLC, 2021
Undergraduate university students experience a knowledge gap when required to use unfamiliar software applications without the benefit of direct instruction. As a solution, students often turn to online support, particularly video, but little is known about students' perceptions of the effectiveness of support videos. As libraries are a principle…
Descriptors: Undergraduate Students, Student Attitudes, Instructional Effectiveness, Instructional Materials
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Fahrettin Asici; Cengiz Çinar – Journal of Educational Technology and Online Learning, 2025
This study aimed to examine the effect of using Excel in teaching fractions in a 6th grade mathematics course on students' academic achievement and attitudes. To achieve this, a quasi-experimental design with a pretest-posttest control group was implemented. The research involved 62 students from a public secondary school in a central province of…
Descriptors: Computer Software, Spreadsheets, Technology Uses in Education, Fractions
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Jacqueline Zammit – Technology in Language Teaching & Learning, 2024
The Chat Generative Pretrained Transformer (ChatGPT) is a state-of-the-art artificial intelligence (AI) language model developed by OpenAI. It employs advanced deep-learning algorithms to generate text that mimics human language. ChatGPT, launched on November 30, 2022, has rapidly gained widespread recognition. Its influence on the future of…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Second Language Learning
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Alberto Grájeda; Pamela Córdova; Juan Pablo Córdova; Andrés Laguna-Tapia; Johnny Burgos; Luis Rodríguez; Martín Arandia; Alberto Sanjinés – Cogent Education, 2024
This study investigates the integration of Artificial Intelligence (AI) tools within the School of Arts at a private university in Latin America, focusing on student perceptions and emotional reactions. The research addresses two primary questions: how students perceive the integration of AI tools in their educational experience, and how…
Descriptors: Art Education, Artificial Intelligence, Computer Software, Technology Uses in Education
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Noam Morningstar-Kywi; Denise N. Morris; Rebecca M. Romero; Ian S. Haworth – Advances in Physiology Education, 2023
Physiologically based pharmacokinetic (PBPK) modeling requires an understanding of chemical, physiologic, and pharmacokinetic principles. Active learning with PBPK modeling software (GastroPlus) may be useful to teach these scientific principles while also teaching software operation. To examine this issue, a graduate-level course was designed…
Descriptors: Physiology, Science Instruction, Teaching Methods, Graduate Students
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