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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
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Maimoona Al Abri; Abdullah Al Mamari; Zakria Al Marzouqi – Journal of Education and e-Learning Research, 2025
This study aims to explore the implications of using AI-generative tools (tools for generative AI (GAI)) in teaching and learning practices in higher education settings. This exploratory study employs a mixed-methods approach. Data was collected through focus-group discussions, participants' reflections and questionnaires. The participants of this…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Undergraduate Students
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Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
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Chih-Hung Chen; Jia-Yu Syu – British Journal of Educational Technology, 2024
Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students'…
Descriptors: Computer Simulation, Educational Technology, Student Attitudes, Game Based Learning
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Daniela Bartalesi-Graf; Nikoletta Agonács; João Filipe Matos; David O'Steen – Computer Assisted Language Learning, 2024
The objective of our study was to understand learners' experiences in an LMOOC (Language Massive Open Online Course) and to highlight those elements that make an LMOOC successful. Our research focused on three questions: how do learners perceive their overall experience in the course, which specific LMOOC components learners appreciate, and to…
Descriptors: MOOCs, Second Language Instruction, Educational Technology, Student Attitudes
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Tülin Haslaman; Filiz Kuskaya Mumcu; Nilüfer Atman Uslu – Education and Information Technologies, 2024
The present study illustrates digital storytelling (DS) as an open-ended learning environment, which is one of the ways of preparing pre-service teachers (PST) to practice computational thinking (CT) in their future teaching. An 8-week teacher training program was organized and presented. The study aims to investigate the program's impact on the…
Descriptors: Computation, Thinking Skills, Story Telling, Educational Technology
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Vlasios Kasapakis; Elena Dzardanova – Interactive Learning Environments, 2024
Virtual Learning Environments (VLEs) became the primary space for education during the Coronavirus disease (COVID-19) lockdowns. One of the additions that specifically VR has to offer is its potential to incorporate some of the qualities that define interpersonal communication and typically lack in distance-learning VLEs. This study's aim is…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Distance Education
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Dewi Amat Sapuan; Josephine Ie Lyn Chan – Journal of Learning for Development, 2024
Simulation-based learning has the potential to foster a transformative learning culture within the Open and Distance Learning (ODL) environment. This report is based on a research project, integrating a simulation into a digital ODL classroom, conducted in Wawasan Open University, an ODL university in Malaysia. The report highlights how a…
Descriptors: Computer Simulation, Educational Technology, Distance Education, College Students
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Nazi Mahendru; Mai Neo – Journal of Educational Multimedia and Hypermedia, 2023
Education today is fast evolving with the inclusion of immersive and online technologies, making the teaching and learning processes more interesting and engaging. This study presents students' perception of using Augmented Reality (AR) as an instructional tool for the understanding and learning of theories and basics of design. This study was…
Descriptors: Computer Simulation, Educational Technology, Graduate Students, Design
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Dominic Afful; John Kwame Boateng – Cogent Education, 2023
This study was planned to establish the extent of the usage and benefits of mobile technologies to learn by distance learners at the University of Ghana and the University of Education, Winneba. The study adopted an explanatory sequential mixed-method design. Structured questionnaires were administered to 400 distance learners selected by…
Descriptors: Foreign Countries, College Students, Distance Education, Educational Technology
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Ivatul Laily Kurniawati; Punaji Setyosari; I Wayan Dasna; Henry Praherdhiono – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
The era of Industrial Revolution 4.0 has triggered an explosion of digitalization in all fields, especially information. This era of Industrial Revolution 4.0 has led to a shift in learning from face-to-face learning in the classroom to online learning. This study will determine students' argumentation skills and self-directed learning (SDL) in…
Descriptors: Problem Based Learning, Flipped Classroom, Persuasive Discourse, Independent Study
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Shubhendra Singh Parihar; Dheeraj Mishra; Kajal Srivastava – International Journal of Educational Reform, 2024
Online teaching is not a new method. The current pandemic forced online learning predominantly. This study attempted to study the determinants of online learning and mediating role of facilitator. The covariance analysis of the proposed model revealed that the facilitator along with technological factors is significant. Similarly, the covariance…
Descriptors: Online Courses, College Students, Educational Technology, Foreign Countries
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Sanghoon Park; Heoncheol Yun – Educational Technology Research and Development, 2024
Although numerous studies have demonstrated the potential benefits of augmented reality (AR) in education, the influence of education students' learning experiences on their AR technology acceptance in the classroom has yet to be examined thoroughly. In this empirical study, we explored the affective experiences (i.e., positive emotions, negative…
Descriptors: Computer Simulation, Educational Technology, Student Experience, Emotional Response
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Daniel Amadiok; Eric Osei; Winston Abroampa – International Journal of Education and Development using Information and Communication Technology, 2024
E-learning management systems (e-LMSs) are technologies that higher education institutions employ to facilitate teaching and learning. However, empirical data on contextual factors, including teaching activities in the e-LMS, administrative activities in the e-LMS, effectiveness of the e-LMS, technologies in learning networks, and perceived…
Descriptors: Learning Management Systems, Educational Technology, Technology Uses in Education, Public Colleges
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Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence
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