NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 13 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ahmed Awouda; Emiliano Traini; Mansur Asranov; Paolo Chiabert – Education and Information Technologies, 2024
In the rapidly evolving landscape of Industry 4.0, the demand for skilled professionals well-versed in Internet of Things (IoT) technologies is escalating. However, a significant challenge faced in educational settings is the lack of comprehensive and effective methodologies for imparting practical knowledge and skills in IoT. This paper presents…
Descriptors: Taxonomy, Internet, Open Source Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Lemay, David John; Basnet, Ram B.; Doleck, Tenzin – Education and Information Technologies, 2022
Open-source software movement presents a viable alternative to commercial operating systems. Linux-based operating systems are freely available and a competitive option for computer users who want full control of their computer software. Thus, it is relevant to inquire on how the open-source movement might influence user technology switching…
Descriptors: Open Source Technology, Computer Software, Intention, Influences
Peer reviewed Peer reviewed
Direct linkDirect link
Sotirios Karanasios; Marina Papastergiou – Education and Information Technologies, 2024
Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in…
Descriptors: Learning Activities, Educational Games, Learning Management Systems, Telecommunications
Peer reviewed Peer reviewed
Direct linkDirect link
Unal, Alper; Topu, Fatma Burcu – Education and Information Technologies, 2021
In this study, based on quasi-experimental research, was investigated the effects of teaching Python programming language via Blockly tool, which had hybrid interface, on students' computer programming anxiety, cognitive load level, and achievement. Participants were 90 high school students, 44 of them in experimental group (hybrid interface) and…
Descriptors: Instructional Effectiveness, Computer Science Education, Computer Interfaces, Programming Languages
Peer reviewed Peer reviewed
Direct linkDirect link
Mascret, Nicolas; Marlin, Kane; Laisney, Patrice; Castéra, Jérémy; Brandt-Pomares, Pascale – Education and Information Technologies, 2023
Based on the Technology Acceptance Model (TAM), the aims of the present cross-sectional study were i) to investigate acceptance by teachers of an open-source, collaborative, free m-learning app, named "Artefac," ii) to examine whether teachers' self-approach goals (i.e., the motivation to teach more effectively than before) may be a…
Descriptors: Teacher Attitudes, Computer Attitudes, Adoption (Ideas), Open Source Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Arslan, Kürsat; Tanel, Zafer – Education and Information Technologies, 2021
The purpose of this study was to determine IT teacher candidates' attitudes, self-efficacy and opinions about educational robotic-based programming education. The participants of this study consisted of 2nd class students in Computer Education and Instructional Technologies department of a university in Turkey. The study group of the research…
Descriptors: Student Attitudes, Positive Attitudes, Self Efficacy, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
Peer reviewed Peer reviewed
Direct linkDirect link
Miah, Shah J.; Solomonides, Ian – Education and Information Technologies, 2021
Contemporary industry practices must be appropriately reflected in designing modern-day teaching and learning programmes. Existing studies are limited to systematic methodologies for accumulating contemporary practice requirements and using that data to inform the design of educational programmes, even though various, local approaches for doing so…
Descriptors: Graduate Students, Business Administration Education, Masters Programs, Instructional Design
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Qiao – Education and Information Technologies, 2022
This study searched for open-source semantic similarity tools and evaluated their effectiveness in automated content scoring of fact-based essays written by English-as-a-Foreign-Language (EFL) learners. Fifty writing samples under a fact-based writing task from an academic English course in a Japanese university were collected and a gold standard…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Scoring
Peer reviewed Peer reviewed
Direct linkDirect link
Adam, Ibrahim Osman; Effah, John; Boateng, Richard – Education and Information Technologies, 2019
This study aims to understand how a developing country higher education institution (HEI) attempted to digitalise teaching. The Internet has disrupted the traditional teaching environment and teaching practices leading to the migration from physical face-to-face teaching to online teaching changing the work environment of the teacher. Information…
Descriptors: Developing Nations, Universities, Higher Education, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Ismaili, Jalal; Ibrahimi, El Houcine Ouazzani – Education and Information Technologies, 2017
Assistive Technology (AT) revolutionized the process of learning for special needs students during the past three decades. Thanks to this technology, accessibility and educational inclusion became attainable more than any time in the history of special education. Meanwhile, assistive technology devices remain unreachable for a large number of…
Descriptors: Assistive Technology, Special Needs Students, Electronic Learning, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Mukala, Patrick; Cerone, Antonio; Turini, Franco – Education and Information Technologies, 2017
Free\Libre Open Source Software (FLOSS) environments are increasingly dubbed as learning environments where practical software engineering skills can be acquired. Numerous studies have extensively investigated how knowledge is acquired in these environments through a collaborative learning model that define a learning process. Such a learning…
Descriptors: Open Source Technology, Learning Activities, Computer Software, Learning Processes
Peer reviewed Peer reviewed
Direct linkDirect link
Eldin, Ahmed Sharaf; ElNahry, Alaa H.; Elsayed, Adel; Ibrahim, Rania Elsayed – Education and Information Technologies, 2014
The current study seeks to introduce a new pedagogical design for geo-informatics courses using an e-training support system. Laurillard's conversational approach based on conceptual representation for both instructor and learner was used to form the framework. As the current study specifically interested in training as a special form for…
Descriptors: Instructional Design, Technology Uses in Education, Training, Professional Development