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Jennifer Jihae Park; Patricia Milner – TechTrends: Linking Research and Practice to Improve Learning, 2025
Despite continuous discussions on Generative Artificial Intelligence (Gen AI) ethics in academia, limited studies examine the perceptions of students or the application of ChatGPT with non-traditional students. We report an exploratory single case of a two-week orientation offered to non-traditional students entering online bachelor's degree…
Descriptors: Artificial Intelligence, Undergraduate Students, Nontraditional Students, Virtual Universities
Shiya Chen; Lu Huang; Rustam Shadiev; Peiying Hu – Education and Information Technologies, 2025
The introduction of online homework has revolutionized traditional assignment formats, providing students with access to abundant learning resources, a convenient platform for completing assignments, real-time interactive learning opportunities, and accurate feedback. However, there is a paucity of research exploring the perspectives of elementary…
Descriptors: Elementary School Students, Student Attitudes, Intention, Electronic Learning
Shard; Devesh Kumar; Sapna Koul – International Journal of Learning Technology, 2024
This study aims to examine the effects of e-learning management system -- quality characteristics and student characteristics on continuous intention to use e-LMS. This empirical and quantitative study focuses on emerging nations, specifically India, and explores the acceptance of e-LMS among students. While previous research has examined student…
Descriptors: Foreign Countries, Electronic Learning, Undergraduate Students, Graduate Students
Al-Jumaili, Ali Azeez; Ahmed, Kawther K.; Al-Jalehawi, Ahmed Kadhim; Al-Fatlawi, Bashar G.; Al-Rekabi, Mohammed D.; Al-Sawad, Oday Sajjad; Shari, Falah Hasan; Sorofman, Bernard – Education and Information Technologies, 2021
This study aimed to assess the extent to which healthcare students use five informational technologies for daily academic purposes and to examine the changes in student perceptions toward these technologies over five years. This was a cross-sectional descriptive study in 10 different colleges in seven governorates. We conducted a survey using the…
Descriptors: Computer Uses in Education, Student Attitudes, Computer Attitudes, Pharmaceutical Education
Paul Bazelais; Gurinder Binner; Tenzin Doleck – Interactive Learning Environments, 2024
As an important tool for STEM education, online labs have gained significant research attention. However, our understanding of online labs is limited by the inattention to the factors that contribute to the acceptance of online labs. This study adopts the UTAUT model to investigate the salient determinants of use of online labs. We test the…
Descriptors: Foreign Countries, High School Students, College Bound Students, Physics
Huang, Fang; Teo, Timothy; Scherer, Ronny – Interactive Learning Environments, 2022
As a key variable determining technology acceptance and adoption, the perceived ease of technology use (PEU) has been in the focus of a considerable body of research. This research examined the external factors that influence perceived ease of use, such as computer self-efficacy and perceived enjoyment, but yielded inconsistent findings and…
Descriptors: College Students, Internet, Electronic Learning, Usability
Chahal, Jyoti; Rani, Neha – Journal of Computing in Higher Education, 2022
The concept of e-learning has now become fundamental in student learning process. This concept becomes even more relevant in situations of global crisis such as that arising from COVID-19. Since this pandemic there have been tectonic shifts in the education sector. Effective implementation of e-learning in higher education depends on students'…
Descriptors: Foreign Countries, Electronic Learning, COVID-19, Pandemics
Baccaglini-Frank, Anna – Educational Studies in Mathematics, 2021
This paper focuses on students' mathematical discourse emerging from interactions in the digital environment GeoGebra, in which one can construct virtual objects that realize mathematical signifiers and then interact with them. These virtual object realizations can become "dynamic interactive mediators" (DIMs) that influence the…
Descriptors: Electronic Learning, Mathematics Education, Computer Software, Geometry
Chen, Hsiu-Ju – Education and Information Technologies, 2020
E-learning systems, assessed through computers and/or mobile devices, are widely adopted to assist university students' learning. Nonetheless, the impact of surprise in the design of e-learning systems still needs clarification. The link of learners' multiple goals orientation to their e-learning system use behavior also lacks clarification. This…
Descriptors: College Students, Electronic Learning, Student Attitudes, Goal Orientation
Azizi, Zeinab; Rezai, Afsheen; Namaziandost, Ehsan; Tilwani, Shouket Ahmad – Contemporary Educational Technology, 2022
E-learning anxiety plays a key role in students' success in online courses. One of the factors that may affect students' e-learning anxiety is computer self-efficacy (CSE). However, the role of CSE in high school students' e-learning anxiety has remained unexplored in the Iranian context. Therefore, the present mixed-methods study purports to…
Descriptors: Electronic Learning, Educational Technology, Online Courses, High School Students
Reyna, Jorge; Hanham, Jose; Vlachopoulos, Panos; Meier, Peter – Research in Science Education, 2021
This study explored the self-regulation strategies and learning experiences of undergraduate science students completing Learner-Generated Digital Media (LGDM) assignments that had been implemented using a theory-driven, systematic approach. The rationale for using LGDM in science education is to facilitate student learning of complex scientific…
Descriptors: College Science, Undergraduate Students, Self Management, Educational Experience
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Alfadda, Hind Abdulaziz; Mahdi, Hassan Saleh – Journal of Psycholinguistic Research, 2021
The study uses technology acceptance model (TAM) to gain insights into user reactions to the technology adopted for language learning. The study aims to analyze the correlation between the variables of TAM on using Zoom application in language learning, in addition to examining how gender and experience influence the use of technology. The…
Descriptors: Undergraduate Students, Second Language Learning, English (Second Language), Electronic Learning
Petersen, Fazlyn – Perspectives in Education, 2023
There is a need for synchronous and inclusive online peer tutoring in large, undergraduate classes. As a lack of data or internet connectivity may limit online peer tutoring, the use of a data-free instant messenger was implemented for online tutoring in a class of 342 students. The Moya application allows students to chat and send voice notes to…
Descriptors: Foreign Countries, Universities, Undergraduate Students, Peer Teaching
Matome, Tebongo John; Jantjies, Mmaki E. – International Association for Development of the Information Society, 2019
Continuous advancements in technology provide an opportunity for higher educational institutions to enhance the electronic learning experiences of students. Following a review of literature, this research explored student perceptions on the possible uses of virtual reality in their universities, as a way of easing their access to learning…
Descriptors: Foreign Countries, College Students, Student Attitudes, Computer Simulation