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Thuy Dung Pham Thi; Nam Tien Duong – Education and Information Technologies, 2024
With the explosive growth of various applications on the Internet, higher education institutions have advocated distance learning courses, making research on online learning increasingly important. This study attempts to emphasize the characteristics of instruction in online learning systems, using the Theory of Planned Behavior. Two groups of…
Descriptors: Electronic Learning, College Students, Behavior Theories, Intention
Francom, Gregory M.; Schwan, Anna; Nuatomue, Jeremiah N. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Learning management systems (LMSs) have been widely adopted in K-12 and higher education to support online and blended learning (Black et al. 2007; Graham 2005). One relatively new and untested LMS is Google Classroom, which has received widespread adoption in K-12 learning, but not in higher education (Fenton 2017; Hill 2018). In the current…
Descriptors: Integrated Learning Systems, Educational Technology, Higher Education, Blended Learning
Rungsilp, Chutimon; Piromsopa, Krerk; Viriyopase, Atthaphon; U-Yen, Kongpop – International Association for Development of the Information Society, 2021
The study of mind-wandering is popular since it is linked to the emotional problems and working/learning performance. In terms of education, it impacts comprehension during learning which affects academic success. Therefore, we sought to develop a machine learning model for an embedded portable device that can categorize mind-wandering state to…
Descriptors: Brain Hemisphere Functions, Diagnostic Tests, Artificial Intelligence, Cognitive Processes
Rupp, André A.; van Rijn, Peter W. – Measurement: Interdisciplinary Research and Perspectives, 2018
We review the GIDNA and CDM packages in R for fitting cognitive diagnosis/diagnostic classification models. We first provide a summary of their core capabilities and then use both simulated and real data to compare their functionalities in practice. We found that the most relevant routines in the two packages appear to be more similar than…
Descriptors: Educational Assessment, Cognitive Measurement, Measurement, Computer Software
Costa, Carolina; Alvelos, Helena; Teixeira, Leonor – International Journal of Information and Communication Technology Education, 2018
The Educast is an educational videos' platform that captures simultaneously video and digital support materials. This paper presents a study on the acceptance of Educast, by students, using the Technology Acceptance Model--TAM. The data was collected through a questionnaire applied to 54 students which results were analyzed using descriptive…
Descriptors: Video Technology, Positive Attitudes, Student Attitudes, Foreign Countries
Nyet Moi Siew; Mui Ken Chin – Journal of Baltic Science Education, 2018
The purpose of this research was to design and develop a teaching and learning module using Problem-Based Learning and Cooperative Learning (PBLCL) and evaluate its effects on scientific creativity of pre-schoolers. The module was developed using the ADDIE instructional design model which included five phases: Analysis, Design, Development,…
Descriptors: Instructional Design, Comparative Analysis, Usability, Preschool Children
Altanopoulou, Panagiota; Tselios, Nikolaos – International Review of Research in Open and Distributed Learning, 2017
This study investigated undergraduate students' intention to use wiki technology. An extension of the Technology Acceptance Model (TAM) has been used by taking into account not only students' wiki perceived utility and usability, but also Big Five personality characteristics and two other variables, social norms, and facilitating conditions, as…
Descriptors: Undergraduate Students, Intention, Technology Uses in Education, Web 2.0 Technologies
Martin, Charys M.; Roach, Victoria A.; Nguyen, Ngan; Rice, Charles L.; Wilson, Timothy D. – Anatomical Sciences Education, 2013
The use of three-dimensional (3D) models for education, pre-operative assessment, presurgical planning, and measurement have become more prevalent. With the increase in prevalence of 3D models there has also been an increase in 3D reconstructive software programs that are used to create these models. These software programs differ in…
Descriptors: Anatomy, Comparative Analysis, Visual Aids, Models
Akbari, Elham; Naderi, Ahmad; Yazdi, Mahdi Hosseinzadeh; Simons, Robert Jan; Pilot, Albert – Journal of Interactive Learning Research, 2016
Despite the potential of social networks in formal learning, there should be more knowledge on the students and teachers attitudes toward such technology and more recent information in the context of the actual educational situation. The Technology Acceptance Model (TAM) was used. The instruments included a questionnaire investigate the attitudes…
Descriptors: Student Attitudes, Teacher Attitudes, Social Networks, Predictor Variables
Shrikumar, Aditi – ProQuest LLC, 2013
This dissertation presents a new tool for exploratory text analysis that attempts to improve the experience of navigating and exploring text and its metadata. The design of the tool was motivated by the unmet need for text analysis tools in the humanities and social sciences. In these fields, it is common for scholars to have hundreds or thousands…
Descriptors: Text Structure, Humanities, Social Studies, Computational Linguistics
Wu, Yun-Wu; Wen, Ming-Hui; Chen, Ching-Ming; Hsu, I-Ting – EURASIA Journal of Mathematics, Science & Technology Education, 2016
"Building information technology" and "cost estimating" are two core skills of construction education. However, in traditional education, students learn these two important subjects in separate courses. This study proposes a blended learning environment which can provide students with support for their face-to-face learning…
Descriptors: Models, Blended Learning, Teaching Methods, Specialists
Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2013
The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…
Descriptors: Educational Games, Adventure Education, Models, Programming
Jones, Brett D.; Epler, Cory M.; Mokri, Parastou; Bryant, Lauren H.; Paretti, Marie C. – Interdisciplinary Journal of Problem-based Learning, 2013
We identified and examined how the instructional elements of problem-based learning capstone engineering courses affected students' motivation to engage in the courses. We employed a two-phase, sequential, explanatory, mixed methods research design. For the quantitative phase, 47 undergraduate students at a large public university completed a…
Descriptors: Problem Based Learning, Curriculum, Engineering Education, Undergraduate Students
Sung, Ji Eun – ProQuest LLC, 2012
New products continue to launch quickly but many of them are converged products. The "new product" is not a completely new thing to consumers and the basic features stay the same. As a result, the added functions or fancy design can't explain why consumers adopt the new media. Past studies have examined perceptions of innovations or user…
Descriptors: Program Effectiveness, Innovation, Context Effect, Intention
Dishaw, Mark; Eierman, Michael A.; Iversen, Jakob H.; Philip, George C. – Journal of Information Systems Education, 2011
Businesses and other organizations are relying increasingly on virtual teams to perform a range of business activities. A key challenge in utilizing virtual teams is to support collaboration among team members who are separated by distance and/or time. In this paper we use a research model based on a combination of the Technology Acceptance Model…
Descriptors: Information Systems, Electronic Mail, Computer Software Evaluation, Computer Software
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