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Showing all 14 results Save | Export
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Albanë Gashi; Genc Zhushi; Besnik Krasniqi – International Journal of Information and Learning Technology, 2024
Purpose: This paper aims at identifying crucial factors that affect student satisfaction with synchronous e-learning. For this purpose, a research model comprised of perceived usefulness (PU), perceived ease of use (PEU), computer anxiety (CA), self-efficacy (SE), system accessibility (SA), perceived interaction (PI) and perceived flexibility (PF)…
Descriptors: Student Satisfaction, Educational Technology, Synchronous Communication, COVID-19
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Abdulla Al Darayseh; Nazan Mersin – International Electronic Journal of Mathematics Education, 2025
This study investigates the perceptions of STEM teachers regarding the integration of generative artificial intelligence (AI) applications into classroom settings, using the extended Technology Acceptance Model (TAM) as the framework. The study examines self-efficacy, anxiety, perceived ease of use, expected benefits, attitudes, and behavioral…
Descriptors: Artificial Intelligence, STEM Education, Science Teachers, Mathematics Teachers
Elizabeth A. Thomas – ProQuest LLC, 2023
This study used the Unified Theory of Acceptance and Use of Technology (UTAUT) as a survey instrument to determine the factors that affect K-8 teachers' usage of an LMS. The UTAUT consists of four predictor variables: benefits (PE) of the LMS, ease of use (EE) of the LMS, leadership and technology support (FC), and social influence (SI). Using a…
Descriptors: Learning Management Systems, Program Effectiveness, Usability, Leadership Role
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Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
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Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
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Ilic, Ulas – Journal of Learning and Teaching in Digital Age, 2022
The present study aimed to investigate the impact of a course that included ICT skills on the online learning readiness of pre-service teachers in a completely distance education environment. In the research, single group pre-test post-test model was adopted. The study was conducted with 123 pre-service teachers. The E-Learning Readiness Scale for…
Descriptors: Program Effectiveness, Technological Literacy, Online Courses, Readiness
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Nguyen Thi Thao Ho; Muhammad Ridhuan Tony Lim Abdullah; Hairuzila Bt Idrus; Subarna Sivapalan; Hiep-Hung Pham; Viet-Hung Dinh; Huyen Khanh Pham; Linh Thi My Nguyen – SAGE Open, 2023
This triangulation mixed methods study employed the Technology Acceptance Model (TAM) to investigate the factors affecting continuance intention toward Coursera MOOCs blended learning (CMBL) with undergraduate students at a Vietnamese private higher education institution (HEI). IBM AMOS version 24 was employed, with which Confirmatory Factor…
Descriptors: MOOCs, Educational Technology, Blended Learning, Higher Education
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Neely, Leslie C.; Carnett, Amarie; Hansen, Sarah; Courtney, Meghan; Cantrell, Katherine – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Applied behavior analysis (ABA) interventions are considered an evidence-based practice for individuals with autism spectrum disorder. With the recent COVID-19 pandemic, behavior analytic professionals quickly pivoted ABA therapy to the telehealth modality to ensure continuity of services. In particular, this modality has been reported to…
Descriptors: Intervention, Behavior Modification, Caregivers, Autism
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Singh, Archana; Sharma, Anuj – International Journal of Educational Management, 2021
Purpose: The objective of this paper is to understand the benefits and utility of massive open online courses (MOOCs) as perceived by the student, vis-à-vis internship and determine the factors that influence student motivation and distraction in adoption of MOOCs. Design/methodology/approach: An empirical study is conducted through a survey; data…
Descriptors: Online Courses, Large Group Instruction, COVID-19, Pandemics
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Nye, Benjamin D.; Davis, Dan M.; Rizvi, Sanad Z.; Carr, Kayla; Swartout, William; Thacker, Raj; Shaw, Kenneth – Journal of Research on Technology in Education, 2021
One-on-one mentoring is effective for helping novices with career development. However, traditional mentoring scales poorly. To address this problem, MentorPal emulates conversations with a panel of virtual mentors based on recordings of real STEM professionals. Students freely ask questions as they might in a career fair, while machine learning…
Descriptors: Mentors, Career Exploration, Science Careers, Computer Simulation
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Browne, Geoffrey R.; Bender, Helena; Bradley, James; Pang, Alexis – International Journal of Sustainability in Higher Education, 2020
Purpose: This paper aims to describe the development, promotion and evaluation of sustainability learning experience database (SLED), a university-curated database of sustainability experiences to augment formal student learning. Its purpose was to encourage students to participate in experiential learning, to facilitate students' critical…
Descriptors: Sustainable Development, Databases, Experiential Learning, Self Efficacy
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Dreisiebner, Gernot; Slepcevic-Zach, Peter – International Journal for Business Education, 2019
The purpose of this paper is to review the role of software within an ePortfolio (ePF) initiative for students of a five-semester master's program for Business Education and Development. The didactical aim of the ePF initiative presented is to enhance students' ability for (self-)reflection. An accompanying study of the implementation process…
Descriptors: Portfolios (Background Materials), Electronic Publishing, Reflection, Graduate Students
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Ramayah, Thurasamy; Ahmad, Noor Hazlina; Hong, Tan Say – Educational Technology & Society, 2012
E-training has developed into a revolutionary way of learning in Malaysian organizations due to rapid growth in information technology infrastructure. The present study endeavors to determine the critical factors that influence e-training effectiveness in multinational companies (MNCs) in Malaysia. By integrating Technology Acceptance Model (TAM),…
Descriptors: Learning Motivation, Educational Technology, Information Technology, Program Effectiveness
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Nunez, Jose Carlos; Rosario, Pedro; Vallejo, Guillermo; Gonzalez-Pienda, Julio Antonio – Contemporary Educational Psychology, 2013
This work assessed the efficacy of a middle-school-based mentoring program designed to increase student use of self-regulated learning (SRL) strategies, self-efficacy for and the perceived usefulness of SRL as well as mathematics and language achievement. A longitudinal cluster randomized trial study design obtained evidence that found…
Descriptors: Longitudinal Studies, Statistical Analysis, Comparative Analysis, Control Groups