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Aadi Swadipto Mondal; Yuang Zhu; Kaushal Kumar Bhagat; Nasser Giacaman – Interactive Learning Environments, 2024
The aim of this study is to investigate the public opinion (i.e., the learners themselves) of apps incorporating emerging technologies Augmented Reality (AR) and Virtual Reality (VR) and find out how satisfied mobile platform users are with these technologies for educational purposes. We performed sentiment analysis of more than one million…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
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Lutfun Nahar; Riza Sulaiman – Education and Information Technologies, 2025
Studying and solving geometry questions are the most challenging parts of mathematics for visually impaired students (VIS). This study begins with the needs assessment to identify the needs of VIS, which shows that technology-assisted effective teaching and learning are not available for VIS to learn geometry. Therefore, this study focuses on…
Descriptors: Instructional Design, Mathematics Instruction, Instructional Effectiveness, Computer Oriented Programs
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Han, Yang – Education and Information Technologies, 2023
This article reflects the results of a study involving second- and fourth-year students from Harbin University (Harbin, China), the Chinese Academy of Arts (Hangzhou, China), and the Central Academy of Drama (Beijing, China). The work analyzed the impact of specialized mobile applications Vox Tools: Learn to Sing and Swiftscales Vocal Trainer on…
Descriptors: Foreign Countries, Undergraduate Students, College Freshmen, College Seniors
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Vázquez-Cano, Esteban; Quicios-García, María-Pilar; Fombona, Javier; Rodríguez-Arce, Jorge – Education and Information Technologies, 2023
The main objective of this research is to determine the perception of teachers about the elements that increases the educational effectiveness of gamified apps in primary education. A methodology based on an importance-performance analysis was developed, using a structural equations model to calculate the degree of importance of each variable. The…
Descriptors: Instructional Design, Computer Oriented Programs, Gamification, Elementary Education
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Yi-Ju Wu; Dorothy M. Chun – Educational Technology & Society, 2025
Although the number of studies investigating the use of immersive VR (iVR) for language learning is rapidly rising, only a few studies have examined how teachers learn to incorporate iVR into their lesson planning and how they can take advantage of the unique affordances of the medium to aid language learning. This article reports on how 50…
Descriptors: Computer Simulation, Instructional Design, Preservice Teachers, Technology Uses in Education
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Georgiou, Yiannis; Ioannou, Andri – TechTrends: Linking Research and Practice to Improve Learning, 2021
The turn of the millennium has witnessed an increased interest in technology-enhanced embodied approaches for learning in mathematics due to the rapid advancement of motion-based technologies. However, the emergence of technology-enhanced embodied learning brings to the foreground new challenges due to the lack of learning experience (LX) designs,…
Descriptors: Technology Uses in Education, Mathematics Education, Electronic Learning, Learning Experience
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Garcia, Brittany; Chun, Soo; Kicklighter, Caleb; Mai, Bin; Palma, Marco; Seo, Jinsil Hwaryoung – International Association for Development of the Information Society, 2021
Virtual reality recently expanded to collaborative and social networking environments where users interact with virtual characters (VCs) of various appearances and behaviors, often impacting the quality of experience. In this paper, we present preliminary survey results of perceptions about characteristics of VCs and a user study of a VR lecture…
Descriptors: Computer Simulation, Computer Oriented Programs, Lecture Method, Student Experience
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Cumhur, Fatma; Çam, Sefika Sümeyye – Journal of Pedagogical Research, 2021
This study aims at using a Web 2.0 tool supported-application to achieve digital transformation in an assessment and evaluation course. The study explored the effectiveness of application on the academic achievement, attitude and views of student teachers. Following a mixed-method research design, the quantitative part comprised the…
Descriptors: Web 2.0 Technologies, Technology Uses in Education, Computer Oriented Programs, Academic Achievement
Pelletier, Kathe; Robert, Jenay; Muscanell, Nicole; McCormack, Mark; Reeves, Jamie; Arbino, Nichole; Grajek, Susan – EDUCAUSE, 2023
Artificial intelligence (AI) has taken the world by storm, with new AI-powered tools such as ChatGPT opening up new opportunities in higher education for content creation, communication, and learning, while also raising new concerns about the misuses and overreach of technology. Our shared humanity has also become a key focal point within higher…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Trends, Higher Education
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Nilsen, Anders Grov; Almås, Aslaug Grov; Gram, Helene – Designs for Learning, 2020
The purpose of this article is to describe the development and design process of an educational app for teacher training. Online teaching and learning resources are used more than ever in teacher training. However, the utilization of digital technology in higher education shows unambiguously that very little has been transformed or improved so far…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Teacher Education Programs
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Radovic, Slaviša; Radojicic, Marija; Veljkovic, Kristina; Maric, Miroslav – Interactive Learning Environments, 2020
The rapid growth in diversity of information and communication technologies (ICT) enables a range of teaching methods, learning support strategies, and education settings to be developed. Questions about appropriate, effective, and efficient use of educational technology in teaching mathematics have been gaining more attention. This study focuses…
Descriptors: Mathematics Education, Elementary School Mathematics, Computer Software, Technology Uses in Education
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Dabbagh, Nada; Fake, Helen – TechTrends: Linking Research and Practice to Improve Learning, 2017
With the ubiquitous use of mobile technologies and the increasing demand for just-in-time training, there is a need to prepare and support instructional designers and educators to meet the pedagogical and technological development requirements of their target audience in the most effective and efficient way. This paper reviews the iterative…
Descriptors: Instructional Design, Telecommunications, Handheld Devices, Technology Uses in Education
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Amanda Bastoni; Jayson Seaman; Andrew D. Coppens; Cindy L. Hartman – Connected Science Learning, 2024
This article describes methods and findings from a study focused on youth living in rural communities in northern New Hampshire who struggle with accessing STEM learning opportunities because of economic underinvestment and geographical isolation. These challenges also negatively impact researchers hoping to learn how rural youth benefit from…
Descriptors: Learner Engagement, Informal Education, STEM Education, Citizen Participation
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Jordaan, Dawid B.; Laubscher, Dorothy J.; Blignaut, A. Seugnet – International Association for Development of the Information Society, 2017
To enter the world of work, students require skills which include flexibility, critical thinking, problem solving, collaboration and communication. The use of mobile technologies which are specifically created for a context could stimulate motivation in students to recognise the relevance of Mathematics in the real world. South Africa in…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Govaerts, Sten; Holzer, Adrian; Kocher, Bruno; Vozniuk, Andrii; Garbinato, Benoit; Gillet, Denis – IEEE Transactions on Learning Technologies, 2018
Improving face-to-face (f2f) interaction in large classrooms is a challenging task as student participation can be hard to initiate. Thanks to the wide adoption of personal mobile devices, it is possible to blend digital and face-to-face interaction and integrate co-located social media applications in the classroom. To better understand how such…
Descriptors: Blended Learning, Social Media, Computer Oriented Programs, Technology Uses in Education
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