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Pangrazio, Luci; Selwyn, Neil; Cumbo, Bronwyn – Cambridge Journal of Education, 2023
The use of digital technologies within schools is leading to the increased generation, processing and circulation of data relating to students. To date, academic research around this 'datafication' of schools and schooling has tended to focus on institutional issues of governance and commercialisation, with relatively little consideration of…
Descriptors: Foreign Countries, Computer Use, Secondary School Students, Technology Uses in Education
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Scott Cameron; Lynda Ball; Vicki Steinle – Mathematics Education Research Journal, 2024
In Victoria, Australia, senior secondary mathematics students are expected to use technology and thus need to make decisions about using pen-and-paper (P&P) or technology when solving mathematics problems. The predominant technology is a Computer Algebra System (CAS). This study investigated the beliefs about CAS held by twelve Year 11…
Descriptors: Foreign Countries, Secondary School Students, Mathematics Education, Technology Uses in Education
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Lu, Kaili; Pang, Feng; Shadiev, Rustam – Education and Information Technologies, 2023
Asynchronous online learning has gained great popularity in higher education, especially due to the recent COVID-19 pandemic. However, few studies have investigated how to maintain students' continuous usage intention of asynchronous online courses in the context of higher education. This study incorporated four key factors (intrinsic motivation,…
Descriptors: Asynchronous Communication, Educational Technology, Technology Uses in Education, College Students
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Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
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Cong Doanh Duong – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: Although previous research has acknowledged the significance of comprehending the initial acceptance and adoption of ChatGPT in educational contexts, there has been relatively little focus on the user's intention to continue using ChatGPT or its continued usage. Therefore, the current study aims to investigate the students' continuance…
Descriptors: Intention, Artificial Intelligence, Technology Uses in Education, Natural Language Processing
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Ohanu, Ifeanyi B.; Shodipe, Taiwo O.; Ohanu, Chinenye M-G.; Anene-Okeakwa, Josephine E. – E-Learning and Digital Media, 2023
There are declines in learning outcomes despite teacher's efforts to attain the lesson goals and objectives. The application of technology in education paved way for constructive teaching and learning, which made the evaluative processes convenient. Hence, this study investigated system quality, technology acceptance model and theory of planned…
Descriptors: Educational Technology, Technology Uses in Education, Blended Learning, College Students
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Akçay, Arif; Coskun, Burcu Karabulut – Journal of Learning and Teaching in Digital Age, 2023
Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective approach", the "perceived usefulness,"…
Descriptors: Preservice Teachers, Video Games, Computer Use, Addictive Behavior
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Fathali, Somayeh; Marandi, Seyyedeh Susan; Okada, Takeshi – Iranian Journal of Language Teaching Research, 2022
It is believed that there is a significant difference between the use of technology in technologically advanced and advancing countries, and the users in the former act far better with technology than the users in the latter. However, there is not enough report on how this usage differs in terms of the independent use of technology in a foreign…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Cultural Differences
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Tiina Korhonen; Noora Laakso; Aino Seitamaa; Visajaani Salonen; Netta Tiippana; Jari Lavonen; Kai Hakkarainen – Cogent Education, 2024
Digital fluency is a central 21st-century competence. Schools are responsible for ensuring that all students cultivate sophisticated sociodigital competences and mindsets needed for studying and collaborating through and around technology and overcoming digital challenges encountered. Although some schools have successfully integrated digital…
Descriptors: Technological Literacy, Student Attitudes, COVID-19, Pandemics
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Cabezas-González, Marcos; Casillas-Martín, Sonia; García-Valcárcel Muñoz-Repiso, Ana – Journal of New Approaches in Educational Research, 2022
Technology has become invaluable and digital competence has turned into a necessity for students. The research presented here aims to propose mediation models that explain the influence of attitudinal, technology use, and family factors on the level of digital problem-solving skills of compulsory education students (12-14 years old). A…
Descriptors: Technological Literacy, Problem Solving, Computer Use, Student Attitudes
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Jining Han – Language Learning & Technology, 2024
The present study applied a multiple-case study design to investigate Chinese as a foreign language (CFL) students' responses to computer-mediated coded feedback and the factors that influence students' responses in an online multiple-draft Chinese writing context. Three intermediate-level students of Chinese completed four drafts for which they…
Descriptors: Computer Mediated Communication, Feedback (Response), Student Attitudes, Influences
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Scholes, Laura; Mills, Kathy A.; Wallace, Elizabeth – Learning, Media and Technology, 2022
This article addresses a gap in research about primary school boys' identification as 'gamers.' Drawing on a survey of 318 Year 3 (7-8 years old) students, the research identified boys' self-reported enjoyment for gaming, their frequency using digital devices, and their self-rated digital skills. Interviews with four boys from the survey also…
Descriptors: Elementary School Students, Grade 3, Males, Identification (Psychology)
Office of Educational Technology, US Department of Education, 2025
As outlined in the 2024 National Educational Technology Plan, digital health, safety, and citizenship skills reflect the full set of knowledge and habits students need to use technology appropriately, responsibly, and safely. For schools and districts, creating the conditions for those skills to develop includes policies regulating the use of…
Descriptors: Computer Use, Technology Uses in Education, Safety, Student Responsibility
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Ursavas, Ömer Faruk; Yalçin, Yasin; Bakir, Eda – British Journal of Educational Technology, 2019
Technology acceptance model (TAM) is one of the models that is used to explain the acceptance and use of technology with user perceptions and attitudes. Some researchers argued that TAM should include external variables, such as subjective norms, to improve our understanding of the effect of social impact on technology acceptance. The purpose of…
Descriptors: Preservice Teachers, Intention, Behavior Standards, Student Attitudes
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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
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