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Vernon R. Curran; Ann Hollett – Health Education Journal, 2024
Objective: Extended reality (XR) has emerged as an innovative educational modality that offers the potential for the creation of more interactive and engaging forms of patient education experiences and products. The purpose of this article is to describe the field of XR technologies and review its potential through a critical lens as well as its…
Descriptors: Computer Simulation, Educational Technology, Patient Education, Program Effectiveness
Erhan Elmaoglu; Adnan Batuhan Coskun; Selda Yüzer Alsaç – American Journal of Health Education, 2024
Recent years have seen growing interest in the potential contributions of Artificial Intelligence (AI)-based technologies to children's health education. Specifically, ChatGPT, a language processing model developed by OpenAI, represents a significant advancement in this field. By presenting child health-related information in an understandable and…
Descriptors: Artificial Intelligence, Health Education, Educational Technology, Barriers
Saurav Shrestha; Yongwei Shan; Robert Emerson; Zahrasadat Hosseini – IEEE Transactions on Learning Technologies, 2025
This article introduces the development process of social presence-enabled augmented reality (SPEAR) tool, an innovative augmented reality (AR) based learning application tailored for online engineering education. SPEAR focuses on a learning module of structural beam-bending, empowering users to seamlessly integrate 3-D virtual beams into their…
Descriptors: Computer Simulation, Educational Technology, Online Courses, Engineering Education
Mei-Shiu Chiu; Meihua Zhu – Education and Information Technologies, 2025
Virtual reality (VR) has gained prominence and a growing prevalence. However, parental attitudes toward using VR for educational purposes (i.e., educational VR (EVR)) are under-researched. This study investigates parents' perceptions and experiences regarding the use of EVR, focussing on mathematics learning. Using the technology acceptance model…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Parent Attitudes
Ming Liu; Jingxu Zhang; Lucy Michael Nyagoga; Li Liu – IEEE Transactions on Learning Technologies, 2024
Student question generation (SQG) is an effective strategy for improving reading comprehension. It helps students improve their understanding of reading materials, metacognitively monitor their comprehension, and self-correct comprehension gaps. Internet technologies have been used to facilitate SQG process through intensive peer support. However,…
Descriptors: Reading Comprehension, Questioning Techniques, Educational Technology, Artificial Intelligence
Vasiliki Karampa; Foteini Paraskeva – International Journal of Learning Technology, 2024
In parallel to web evolution from 1.0 to 4.0 with trends to 5.0, e-learning has evolved to smart learning (SmL). E-courses are pedagogically designed and implemented using web technologies to provide smart learning affordances (SLAs). By following research-based design methodology, this study investigates the effectiveness of web technologies…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Electronic Learning
Chih-Pu Dai; Fengfeng Ke; Yanjun Pan; Jewoong Moon; Zhichun Liu – Educational Psychology Review, 2024
Computer-based simulations for learning offer affordances for advanced capabilities and expansive possibilities for knowledge construction and skills application. Virtual agents, when powered by artificial intelligence (AI), can be used to scaffold personalized and adaptive learning processes. However, a synthesis or a systematic evaluation of the…
Descriptors: Computer Simulation, Artificial Intelligence, Educational Technology, Program Effectiveness
Noah Glaser; Lucas Jensen; Tina Riedy; Maggie Center; Jim Shifflett; Joseph Griffin – Educational Technology Research and Development, 2024
This qualitative research study aims to examine the potential of the commercially available serious game, Spiritfarer. The study focuses on the game's unique approach to serious themes and its ability to facilitate discussions about grief. A grounded theory approach was used to analyze lived experience descriptions from 54 participants. Findings…
Descriptors: Game Based Learning, Grief, Program Effectiveness, Empathy
Lisa M. Russell; Patrick A. Lach; Robin K. Morgan – Decision Sciences Journal of Innovative Education, 2024
This empirical study evaluates the impact of faculty training in online teaching on perceived comfort, perceived effectiveness, and stress during the Emergency Transition to Online Learning (ETOL) caused by COVID-19. Survey data revealed a positive relationship between training in online teaching and perceived effectiveness during the ETOL.…
Descriptors: COVID-19, Pandemics, Electronic Learning, Faculty Development
Harry Barton Essel; Dimitrios Vlachopoulos; Henry Nunoo-Mensah; John Opuni Amankwa – British Journal of Educational Technology, 2025
Conversational user interfaces (CUI), including voice interfaces, which allow users to converse with computers via voice, are gaining wide popularity. VoiceBots allow users to receive a response in real-time, regardless of the communication device. VoiceBots have been explored in fields such as customer service to automate repetitive queries and…
Descriptors: Foreign Countries, Artificial Intelligence, Program Effectiveness, Undergraduate Students
Perceived Benefits or Barriers? The Online Learning Experience of Bangladeshi Undergraduate Students
Rubayat Kabir; Md Sanaul Haque Mondal – Malaysian Online Journal of Educational Sciences, 2025
Online learning has enabled universal access to higher education, eliminating obstacles such as employment, geographical location, and other disruptions. However, the transition from traditional classroom settings to online classes without any prior knowledge or training can be a significant challenge. This study investigated students' experiences…
Descriptors: Foreign Countries, Online Courses, Undergraduate Students, Affordances
Sajjad Farashi; Saeid Bashirian; Ensiyeh Jenabi; Katayoon Razjouyan – International Journal of Developmental Disabilities, 2024
Background: People with autism spectrum disorder (ASD) have difficulties recognizing emotions. Studies showed that virtual reality (VR) and computerized training programs might be used as potential tools for enhancing emotion recognition in such people. However, some inconsistencies were observed between the studies. Objective: In the current…
Descriptors: Computer Simulation, Training, Emotional Response, Autism Spectrum Disorders
Nirmal Chathuranga; Pasindu Dissanayake; Naduni Gunawardane – Education and Information Technologies, 2024
The purpose of this study is to determine the benefits of online learning among undergraduate students at a specific university and to investigate whether there are any differences in perception based on gender. A total of 477 participants completed structured questionnaires, and descriptive statistics were used to analyze the data. The…
Descriptors: Foreign Countries, Online Courses, Program Effectiveness, Undergraduate Students
Lindsay Persohn; Rayna Letourneau; Emma Abell-Selby; Jason Boczar; Allison Symulevich; Jessica Szempruch; Matthew Torrence; Thomas Woolf; Audrey Holtzman – Innovative Higher Education, 2024
Through a lens for engaged scholarship (Boyer in "Journal of Public Service and Outreach," 1(1), 11-20, 1996) this multiple case study (Merriam, 1996) explores the potential of scholarly podcasts for public knowledge dissemination, highlighting the misalignment of university impact metrics with this medium. Our team collected qualitative…
Descriptors: Audio Equipment, Information Dissemination, Higher Education, Evaluation Methods
Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation