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Ka-Yan Fung; Kwong-Chiu Fung; Tze Leung Rick Lui; Kuen-Fung Sin; Lik-Hang Lee; Huamin Qu; Shenghui Song – IEEE Transactions on Learning Technologies, 2025
Mastering the visually complex characters of the Chinese language poses significant challenges for students. The situation is even worse in Hong Kong, where students with different backgrounds, including students with/without dyslexia and non-Chinese speaking (NCS) students, are placed in the same class. Interactive design has been proven…
Descriptors: Foreign Countries, Learning Motivation, Native Language Instruction, Mandarin Chinese
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Wong Sing Yun; Sarimah Surianshah – International Journal of Technology in Education, 2024
The emergence of innovative artificial intelligence (AI) technologies, such as ChatGPT, which was just released in November 2022, has the potential to significantly transform the current state of education. Put another way, learning is changing as a result of chatbots' personalized assistance, group discussions and collaborations, evaluations of…
Descriptors: Bibliometrics, Computer Software, Artificial Intelligence, Technology Uses in Education
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Xiao-Ming Wang; Qing-Nan Hu; Gwo-Jen Hwang; Xiao-Han Yu – Interactive Learning Environments, 2023
Biology involves the understanding of life concepts and the exploration of life processes. Due to the complexity of life, the learning content of biology is often microscopic, abstract, and complex. In traditional teaching, The non-visualization of abstract concepts, rote memorization of knowledge and low classroom participation tend to make…
Descriptors: Biology, Science Instruction, Learning Motivation, Teaching Methods
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Hussein Meihami; Christopher Alexander – Asian-Pacific Journal of Second and Foreign Language Education, 2024
It is crucial to study how L2 learners use technology when examining the lifespan technology in L2 pedagogy. Therefore, we adopted Gartner's hype cycles to investigate the lifespan of CALL from the perspectives of EFL learners. To this end, we utilized an explanatory narrative design and gathered and analysed the perspectives of 87 EFL learners…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
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Jian-Hong Ye; Mengmeng Zhang; Weiguaju Nong; Li Wang; Xiantong Yang – Education and Information Technologies, 2025
ChatGPT, as an example of generative artificial intelligence, possesses high-level conversational and problem-solving capabilities supported by powerful computational models and big data. However, the powerful performance of ChatGPT might enhance learner dependency. Although it has not yet been confirmed, many teachers and scholars are also…
Descriptors: Artificial Intelligence, College Students, Problem Solving, Student Attitudes
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Jiazi Li; Heung Kou; Jue Wang; Wei Ren – Education and Information Technologies, 2024
The purpose of this study was to investigate the correlation among the components affecting MOOC ability to learn the Chinese dance majors. MOOC courses are easy to register and access whereas SPOC derived from MOOC allows access to selected students. MOOC implementing AI for teaching improves the quality of courses as AI determines content with…
Descriptors: Electronic Learning, Dance Education, Majors (Students), Teaching Methods
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Abhipriya Roy – International Journal of Computer-Assisted Language Learning and Teaching, 2024
Motivation is a key factor in the learning process, especially in language acquisition. This research examines the effects of using digital storytelling (DST) on motivation in English classrooms. The study, which used a mixed methods approach, involved 100 middle school students in Bengaluru selected through convenience sampling. Data collection…
Descriptors: Story Telling, Student Motivation, Middle School Students, Teaching Methods
Peter Pavlis – Online Submission, 2025
This quantitative, quasi-experimental study aimed to propose research-based AI constructivist learning activities by measuring students' self-perceptions of their critical thinking using the Motivational Strategies and Learning Questionnaire (MSLQ). The study utilized the input-experience-output framework to evaluate how these learning pursuits…
Descriptors: Critical Thinking, Artificial Intelligence, Constructivism (Learning), Learning Activities
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Eunjae Park; Michelle M. Neumann – Journal of Comparative and International Higher Education, 2024
New digital technologies such as social robots are embodied computers with human-like features and conversational capabilities that can socially interact with people. Social robots have been used in education as a learning tool to support second language learning. This essay discusses current research literature that has explored how social robots…
Descriptors: Robotics, Second Language Instruction, Second Language Learning, Teaching Methods
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Pereira, Marina Andreia Gomes; Pedro, Luís Francisco Mendes Gabriel – Digital Education Review, 2023
The use of digital technologies as a support to the learning process may contribute to a more dynamic and participatory way of developing knowledge. Transmedia narratives assume characteristics congruent with this by facilitating the incorporation of educational methodologies that foster learning skills in interaction with digital devices during…
Descriptors: Multimedia Instruction, Multimedia Materials, Educational Technology, Narration
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Juri Evelyn Nuñez Portilla; Juliana Karina Zapa Cedeño; Gabriel Omar León Jácome; Lisset Alexandra Manzano Gallegos – Journal of Educators Online, 2025
The impact of artificial intelligence (AI) in the educational field highlights its growing significance in transforming teaching and learning processes. AI has garnered attention in education, raising the need to investigate its intersection with current educational methods. The study aims to conduct a systematic literature review to understand…
Descriptors: Artificial Intelligence, Technology Uses in Education, Higher Education, Literature Reviews
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García-Martínez, Inmaculada; Fernández-Batanero, José María; Fernández-Cerero, José; León, Samuel P. – Journal of New Approaches in Educational Research, 2023
Artificial intelligence (AI) and computational sciences have aroused a growing interest in education. Despite its relatively recent history, AI is increasingly being introduced into the classroom through different modalities, with the aim of improving student achievement. Thus, the purpose of the research is to analyse, quantitatively and…
Descriptors: Artificial Intelligence, Computation, Academic Achievement, Meta Analysis
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Christopoulos, Athanasios; Pellas, Nikolaos; Bin Qushem, Umar; Laakso, Mikko-Jussi – British Journal of Educational Technology, 2023
The promise of using immersive technologies in learning has increasingly been attracting researchers' and practitioners' attention. However, relevant empirical works are usually conducted in fully controlled Virtual Reality (VR) laboratories, as opposed to conventional settings. This quasi-experimental study compares the effectiveness of video…
Descriptors: Video Technology, Computer Simulation, Technology Uses in Education, Supplementary Education
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Castro, Kathleen Mahra da Silva Alcântara; Amado, Talita Ferreira; Bidau, Claudio Juan; Martinez, Pablo Ariel – Journal of Biological Education, 2022
Natural history museums (NHM) are important for students' learning and motivation. However, the lack or scarcity of NHMs in countries with emerging markets may hamper the learning process. Virtual 3D models represent an important tool to counterbalance the lack of access of students to NHMs. Our study aims to understand if the use of 3D models may…
Descriptors: Museums, Science Education, Science Instruction, Teaching Methods
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Liu Liu – Education and Information Technologies, 2025
The study examines the impact of artificial intelligence (AI)-enhanced gamification on learning outcomes and motivation in English as a Foreign Language (EFL) contexts. A mixed-methods approach and quasi-experimental design were employed to compare the effectiveness of three instructional strategies: adaptive learning paths, conversational agents,…
Descriptors: Technology Uses in Education, Artificial Intelligence, Gamification, Second Language Learning
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