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Philipp Bitzenbauer; Sergej Faletic; Marisa Michelini; Kristóf Tóth; Gesche Pospiech – Physical Review Physics Education Research, 2024
The teaching and learning of quantum physics has recently become a topic of increasing interest in physics education research. In particular, the study of two-state systems is gaining importance as a means of teaching quantum physics at various educational levels. Meanwhile, a number of approaches have been developed that are also suitable for…
Descriptors: Physics, Science Instruction, Measurement Techniques, Teaching Methods
Mason, Robert; Huff, Kyle – International Journal of Social Research Methodology, 2019
This article explores the comparability of assessment tools under different format conditions. Prior studies have not considered the interaction of format and device on time to complete an assessment and have instead treated each of them separately with conflicting results. This study assesses, by linear regressions using web-based data, the…
Descriptors: Computer Assisted Testing, Test Format, Questionnaires, Usability
Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
von Wangenheim, Christiane Gresse; Hauck, Jean C. R.; Demetrio, Matheus Faustino; Pelle, Rafael; da Cruz Alves, Nathalia; Barbosa, Heliziane; Azevedo, Luiz Felipe – Informatics in Education, 2018
The development of computational thinking is a major topic in K-12 education. Many of these experiences focus on teaching programming using block-based languages. As part of these activities, it is important for students to receive feedback on their assignments. Yet, in practice it may be difficult to provide personalized, objective and consistent…
Descriptors: Programming Languages, Programming, Grading, Outcome Measures
Dembitzer, Leah; Zelikovitz, Sarah; Kettler, Ryan J. – International Journal of Educational Technology, 2017
A partnership was created between psychologists and computer programmers to develop a computer-based assessment program. Psychometric concerns of accessibility, reliability, and validity were juxtaposed with core development concepts of usability and user-centric design. Phases of development were iterative, with evaluation phases alternating with…
Descriptors: Computer Assisted Testing, Test Reliability, Test Validity, Usability
Falode, Oluwole Caleb – Malaysian Online Journal of Educational Technology, 2018
This study was carried out to investigate pre-service teachers' perceived ease of use, perceived usefulness, attitude and intentions towards the utilization of virtual laboratory package in teaching and learning of Nigerian secondary school physics concepts. Descriptive survey research was employed and 66 fourth and fifth year Physics education…
Descriptors: Preservice Teachers, Difficulty Level, Usability, Student Attitudes
Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
King, Sara; Boutilier, Jessica A.; MacLaren Chorney, Jill – Canadian Journal of School Psychology, 2018
Although chronic pain is relatively common in childhood, many teachers feel ill-prepared to work with students with chronic and recurrent pain in the classroom and would like to learn more about supporting these students. A web-based eHealth intervention designed to provide information about pain and pain management in the classroom was developed…
Descriptors: Chronic Illness, Pain, Usability, Health Education
Izadpanah, Siros; Alavi, Mansooreh – Advances in Language and Literary Studies, 2016
Recent developments in the field of computer technology have led to a renewed interest in the process of learning. In order to investigate EFL learners' perception of technology use, a mixed method design was used to explore students' attitude. Quantitative data was collected through questionnaires and qualitative data using open-ended questions.…
Descriptors: High School Students, Student Attitudes, English (Second Language), Mixed Methods Research
Raye, Lee – Journal of Effective Teaching, 2017
Scholarship on instructive technologies in higher education has emphasized the use of high-tech facilitative technologies for long-term use, and low-tech props to illustrate single topics. This paper, on the contrary, discusses the use of a long-term, low-tech instructional technology: Llewelyn the Lynx was a soft animal used to assist with…
Descriptors: Educational Technology, Higher Education, Case Studies, First Year Seminars
Magdas, Ioana; Drîngu, Maria-Carmen – Acta Didactica Napocensia, 2016
Ministry of Education, Research, Youth and Sports of Romania through order no. 3654/29.03.2012 approved the Framework Plan for Primary Education, Preparatory Grade, First and Second Grades. New subjects and syllabuses were introduced. In 2014-2015 school year appeared new school textbooks for first and second grade. Unlike the previous textbooks…
Descriptors: Opinions, Textbooks, Electronic Publishing, Elementary School Teachers
Schnepp, Jerry; Rogers, Christian – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which…
Descriptors: Usability, Computer Software Evaluation, Handheld Devices, Experiential Learning
Dastjerdi, Negin Barat – International Education Studies, 2016
The incorporation of Information and Communication Technologies (ICT) into education systems is an active program and movement in education that illustrates modern education and enables an all-encompassing presence in the third millennium; however, prior to applying ICT, the factors affecting the adoption and use of these technologies should be…
Descriptors: Foreign Countries, Distance Education, Questionnaires, Information Technology
EFL Learners' Perceptions, Practices and Achievement with the Online Learning Program "Tell Me More"
Gyamfi, George; Sukseemuang, Panida – Contemporary Educational Technology, 2017
The study examined EFL learners' perceptions, practices and achievement with the online language-learning program "Tell Me More" (TMM). A questionnaire and semistructured focus group interview were used for data collection. A sample of 340 EFL learners were surveyed for their perceptions and practices; of them, 10 were further selected…
Descriptors: English (Second Language), Second Language Learning, Student Attitudes, Educational Technology
Palilonis, Jennifer; Butler, Darrell – Journal of Interactive Learning Research, 2015
The increasing adoption of mobile platforms and digital textbooks in university classrooms continues to have a profound impact on higher education. Advocates believe that providing students digital textbooks with built-in annotation features and interactive study tools will improve learning by facilitating active reading, a task essential to…
Descriptors: Questionnaires, Reading Habits, Retention (Psychology), Usability