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Kundu, Goutam Kumar; Perwez, Syed Khalid – Journal of International Education in Business, 2022
Purpose: This paper aims to identify and model the key barriers to implementation of project-based learning (PjBL) in higher educational institution. Design/methodology/approach: Using the interpretive structural modelling (ISM) technique, the study has developed a hierarchical-based model, depicting the mutual relationships amongst the key…
Descriptors: Barriers, Student Projects, Active Learning, Higher Education
Sun He; Thosporn Sangsawang – Turkish Online Journal of Educational Technology - TOJET, 2023
The objectives of this study were to (1) investigate the efficiency of blended teaching online according to the Super Star Learning Pass model on Basic computer application for Shunde Technical Vocational College, (2) compare students' achievements before and after learning through blended teaching online according to the Super Star Learning Pass…
Descriptors: Blended Learning, Electronic Learning, Vocational Education, Technical Education
Lau, Poh Nguk; Chan, Wen Loong; Li, Yuxuan – Journal of Chemical Education, 2022
As part of COVID-19 preparedness, a student-developed, Android-based app was used as a pre-laboratory learning aid for a molecular modeling laboratory in a first-year general chemistry course. A worksheet activity with trigger codes and questions related to spatial features of transition metal complexes was designed. Using the Transition Metal…
Descriptors: Visualization, Computer Oriented Programs, Organic Chemistry, Molecular Structure
Garcia, Brittany; Chun, Soo; Kicklighter, Caleb; Mai, Bin; Palma, Marco; Seo, Jinsil Hwaryoung – International Association for Development of the Information Society, 2021
Virtual reality recently expanded to collaborative and social networking environments where users interact with virtual characters (VCs) of various appearances and behaviors, often impacting the quality of experience. In this paper, we present preliminary survey results of perceptions about characteristics of VCs and a user study of a VR lecture…
Descriptors: Computer Simulation, Computer Oriented Programs, Lecture Method, Student Experience
Arantes, Janine – Qualitative Research Journal, 2022
Purpose: The purpose of this paper is to explore the potential of the substitution, augmentation, modification and redefinition (SAMR) model as a research method via a project that aimed to investigate pre-service teachers' negotiation of data-rich environments. Design/methodology/approach: The project that underpins this paper saw the author…
Descriptors: Models, Preservice Teachers, Computer Mediated Communication, Electronic Learning
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Fernandes, Jacks; Teles, Ariel; Teixeira, Silmar – Education Sciences, 2020
Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching-learning process may be hindered…
Descriptors: Health Education, Computer Simulation, Telecommunications, Handheld Devices
Campbell, Laurie O.; Gunter, Glenda A.; Kenny, Robert F. – International Journal of Game-Based Learning, 2019
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Change
Jasti, Pramod – ProQuest LLC, 2018
Research in this study used the technology acceptance model (TAM) as a theoretical framework for investigating STEM students and faculty perceptions of the use of mobile applications at a Historically Black College and University (HBCU) in the southeastern part of the United States. Mobile technology applications have become very popular over the…
Descriptors: Computer Oriented Programs, Handheld Devices, Student Attitudes, Teacher Attitudes
Kuhnel, Matthias; Seiler, Luisa; Honal, Andrea; Ifenthaler, Dirk – Interactive Technology and Smart Education, 2018
Purpose: The purpose of the study was to test the usability of the MyLA app prototype by its potential users. Furthermore, the Web app will be introduced in the framework of "Mobile Learning Analytics", a cooperation project between the Cooperative State University Mannheim and University of Mannheim. The participating universities focus…
Descriptors: Electronic Learning, Higher Education, Data Collection, Usability
Read, Timothy; Bárcena, Elena; Kukulska-Hulme, Agnes – Research-publishing.net, 2016
This article presents a prototype social Mobile Assisted Language Learning (henceforth, MALL) app based on Kukulska-Hulme's (2012) conceptual framework. This research allows the exploration of time, place and activity type as key factors in the design of MALL apps, and is the first step toward a systematic analysis of such a framework in this type…
Descriptors: Social Media, Computer Oriented Programs, Handheld Devices, Second Language Learning
Relationship of Self-Efficacy to Stages of Concern in the Adoption of Innovation in Higher Education
Marcu, Amber Diane – ProQuest LLC, 2013
In this research, it was proposed that self-efficacy is the missing underlying psychological factor in innovation diffusion models of higher education. This is based upon research conducted in the fields of innovation-diffusion in higher education, technology adoption, self-efficacy, health and behavioral change. It was theorized that if…
Descriptors: Self Efficacy, Educational Innovation, Higher Education, Adoption (Ideas)
Kim, SooHwan; Kim, HyeonCheol; Han, SeonKwan – Behaviour & Information Technology, 2013
This article describes the development of learning widget on m-learning and e-learning environments. A widget is a small, simple and useful application supporting user-oriented contents. The user may select and install widgets that are convenient as well as an auto-updating application including weather or calendar. These widgets are especially…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Computer Oriented Programs
Mandal, Sraboni; Sanjay; Shrivastava, Rajnish – Turkish Online Journal of Distance Education, 2010
Presence of a teacher appraisal system plays a major role in deciding the level of professionalism of an educational institution. In addition to this it also plays a major role in improvement in quality of education imparted by the teacher. Recently assessment of the teaching fraternity has become indispensable measure and thus it is necessary to…
Descriptors: Foreign Countries, Teacher Evaluation, Technical Institutes, Case Studies
Amershi, Saleema; Conati, Cristina – Journal of Educational Data Mining, 2009
In this paper, we present a data-based user modeling framework that uses both unsupervised and supervised classification to build student models for exploratory learning environments. We apply the framework to build student models for two different learning environments and using two different data sources (logged interface and eye-tracking data).…
Descriptors: Supervision, Classification, Models, Educational Environment
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