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Grajewski, Damian; Hamrol, Adam – Interactive Learning Environments, 2023
The article presents the concept and first results of tests of a Virtual Reality system dedicated for interactive education of manual assembly procedure. The presented solution is based on the use of a Delta robot. The main task of the robot is to simulate the shape of virtual objects as an alternative to haptic devices. The manipulator with…
Descriptors: Computer Simulation, Robotics, Educational Technology, Job Training
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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
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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
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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
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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
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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
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Cheruvalath, Reena – Education and Information Technologies, 2023
Universities invest in Telepresence (TP) classroom methods to ensure quality teaching and learning while reaching as many students as possible at one time. However, TP classrooms are challenging. Existing research points out the limitations in guaranteeing "presence" in TP as that of face-to-face classes, which positively impacts…
Descriptors: Educational Technology, Interpersonal Relationship, Interaction, In Person Learning
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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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Kevin Mentzer; Mark Frydenberg; Suhong Li – Information Systems Education Journal, 2025
Virtual Reality has the potential to transform educational experiences. This evolution, from the earliest days of projecting and viewing stereoscopic static images to the immersive headset experiences possible today, allows VR to transport students to new locations, enable them to participate in virtual spaces and simulations, and design 3-D…
Descriptors: Computer Simulation, Business Education, Educational Technology, Technology Uses in Education
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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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Rohaida Mazlan; Zamri Mahamod; Khairul Azhar Jamaludin – Journal of Education and Learning (EduLearn), 2025
In recent years, the flipped classroom model has garnered significant attention in education, marking a shift from conventional teaching methods to a more student-centered approach. This systematic review delves into the implementation of flipped classrooms and their influence on educational environments. The focus is on effective teaching…
Descriptors: Flipped Classroom, Blended Learning, Technology Uses in Education, Gamification
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Daniel Amadiok; Winston Kwame Abroampa; Eric Opoku Osei – Education and Information Technologies, 2025
Numerous studies highlight that the high adoption rates of e-learning management systems (e-LMSs) are not necessarily matched by their actual use among students in sub-Saharan African higher education. Nevertheless, factors such as perceived behavioral control of e-LMS, teaching activities in e-LMS, administrative activities in e-LMS, and…
Descriptors: Foreign Countries, Learning Management Systems, Technology Uses in Education, Educational Technology
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Ningning Wang; Thosporn Sangsawang – Turkish Online Journal of Educational Technology - TOJET, 2025
The objectives of this study were to: 1) investigate the efficiency of E-learning on Career Development and Career Planning undergraduate from Yunnan, China, 2) compare students' achievements before and after learning through earning on Career Development and Career Planning from Yunnan, China, and 3) examine students' satisfaction with of using…
Descriptors: Electronic Learning, Career Development, Career Planning, 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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Mads Paludan Goddiksen; Aurélien Allard; Anna Catharina Vieira Armond; Christine Clavien; Hillar Loor; Céline Schöpfer; Orsolya Varga; Mikkel Willum Johansen – International Journal for Educational Integrity, 2024
In this paper, we introduce "Integrity Games" (https://integgame.eu/)--a freely available, gamified online teaching tool on academic integrity. In addition, we present results from a randomized controlled experiment measuring the learning outcomes from playing "Integrity Games." "Integrity Games" engages students in…
Descriptors: Game Based Learning, Educational Technology, Integrity, Cheating
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