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Shahla Asadi; Jordan Allison; Madhu Khurana; Mehrbakhsh Nilashi – Education and Information Technologies, 2024
Simulation-based learning (SBL) offers an extensive variety of chances to practice complex computer and networking skills in higher education and to implement diverse kinds of platforms to facilitate effective learning. Utilizing visualization and computer network simulation tools in teaching computer networking courses has been found to be useful…
Descriptors: Computer Simulation, Student Attitudes, Teaching Methods, Skill Development
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Nan Wu – International Journal of Web-Based Learning and Teaching Technologies, 2024
Higher education is becoming increasingly competitive and all educational institutions are concentrating on improving quality and changing traditional higher education teaching methods. New-type classroom instruction has embraced a unique advancement opportunity with the arrival of the fifth generation (5G) era. It is critical to develop a…
Descriptors: Instructional Effectiveness, Internet, Computer Literacy, Artificial Intelligence
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Luse, Andy; Brown, Amanda; Rursch, Julie – IEEE Transactions on Education, 2021
Contribution: A novel approach to remote instruction in 802.11 technology is described using the virtual lab technology. Background: Lab-based education has been a staple of computing education for decades. By interacting with the technology, students are able to gain a much greater understanding of the subject through hands-on activities.…
Descriptors: Distance Education, Technology Education, Experiential Learning, Computer Networks
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Gede Saindra Santyadiputra; Purnomo; Waras Kamdi; Syaad Patmanthara; Didik Nurhadi – Cogent Education, 2024
Along with increasing the complexity of learning objectives, the traditional Virtual Learning Environments (VLEs) are insufficient in improving students' learning achievement. Advanced VLEs can be created to overcome this challenge by combining traditional VLEs with Virtual Lab Network Simulation (Vilanets) learning media. This research, conducted…
Descriptors: Electronic Learning, Student Improvement, College Students, Academic Achievement
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Richard Kyere Asomah; Douglas Darko Agyei; Gabriel Assamah; Kwaku Darko Amponsah – Cogent Education, 2024
The study discusses the impact of a nationwide deployment of Wi-Fi technology in some Senior High Technical Vocational Schools (SHTVs) in Ghana, using the first four levels of Guskey's framework. A stratified sampling approach was used to select 119 teachers as participants in the study. An embedded mixed method research design was employed to…
Descriptors: Foreign Countries, High Schools, Vocational Education, High School Teachers
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Geoff Woolcott; Vinh Bui – European Journal of Open, Distance and E-Learning, 2023
The transition to fully online delivery in the COVID-19 pandemic has added to already existing and significant challenges in subjects and programs that require a component of practicum, on-site experience or hands-on laboratory work. This article presents initial results from a study that responds to challenges arising in moving to a fully online…
Descriptors: Classroom Environment, Computer Networks, COVID-19, Pandemics
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Ajay Kumar Singh; Mukesh Kumar Meena – Education and Information Technologies, 2024
The objective of this study was to analyze the gap in expected benefits and actual benefits of virtual classrooms used at the time of nationwide lockdown for the teaching-learning process for faculty members and students in higher education during the COVID-19 pandemic. A total of 893 responses have been used for this study. The overall mean of…
Descriptors: COVID-19, Pandemics, Foreign Countries, College Faculty
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Pequeno, Jaildo Tavares; Fonseca, Benjamim; Lopes, Joaquim Bernardino Oliveira – European Journal of Engineering Education, 2022
This study contributes to learning improvement in practical classes in Computer Network technology courses, using the Physical Technological Laboratory (PTL) as a tool. Multimodal narration content analysis was used, which aggregates and organises the data collected in the PTL environment. Based on the results, we infer that both the student and…
Descriptors: Science Instruction, Laboratories, Computer Networks, Teaching Methods
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Eliana Ibrahimi; Fundime Miri; Inva Koçiaj – Journal of Technology and Science Education, 2024
Many studies have recently focused on the importance of the effective integration of Information and Communication Technology (ICT) tools in science education and the need for science teachers to receive adequate training and support to use them effectively. This paper aims to explore the Albanian science teachers' perceptions and use of ICTs in…
Descriptors: COVID-19, Pandemics, Foreign Countries, Science Teachers
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GuoRong Huang; Xing Liu; Hui Sun – International Journal of Web-Based Learning and Teaching Technologies, 2024
This research evaluates the efficacy of a basketball-based teaching and training system supported by 5G technology in a wireless network environment. Initially are information about the Chinese basketball students is first gathered and then divided into a Control Group (CG) and an Experimental Group (EG). The control group uses the standard method…
Descriptors: Curriculum Development, Team Sports, Internet, Computer Networks
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Nisar Ahmad; Arif Alam; Ikram Shah – Knowledge Management & E-Learning, 2024
Information Communication Technology (ICT) is ubiquitous in the 21st century, hence both educators and learners need to integrate relevant ICT resources in their teaching and learning practices, to meet stakeholder's expectations and keep abreast with the race of technological advancement. The current research focuses on the analysis of ICT…
Descriptors: Foreign Countries, Information Technology, Communications, Computer Mediated Communication
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Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
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Mehta, Vedant; Lane, Charles D. – Physics Education, 2018
SenseCube is a multisensor capable of measuring many different real-time events and changes in environment. Most conventional sensors used in introductory-physics labs use their own software and have wires that must be attached to a computer or an alternate device to analyze the data. This makes the standard sensors time consuming, tedious, and…
Descriptors: Physics, Science Instruction, Teaching Methods, Laboratory Experiments
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Winarno, Sri; Muthu, Kalaiarasi Sonai; Ling, Lew Sook – International Journal of Educational Methodology, 2018
This study presents students' feedback and learning impact on design and development of a multimedia learning in Direct Problem-Based Learning approach (mDPBL) for Computer Networks in Dian Nuswantoro University, Indonesia. This study examined the usefulness, contents and navigation of the multimedia learning as well as learning impacts towards…
Descriptors: Feedback (Response), Computer Networks, Foreign Countries, Quasiexperimental Design
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Castrillon-Velandia, Oscar; Hemandez-Rodriguez, Omar – International Journal for Technology in Mathematics Education, 2019
This study focuses on how the combined use of graphic calculators with connectivity software promotes the social construction of mathematical knowledge. Particular emphasis is placed on the aspects related to design, development, implementation, and evaluation of didactic activities that integrate these technologies. We use Didactical Engineering…
Descriptors: Mathematics Instruction, Graphing Calculators, Teaching Methods, Computer Software
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