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Lei Shi; Chunxia Xu – Education and Information Technologies, 2024
The key research objective is to explore the key functions of virtual reality technology used by educators to improve motor and imagery training in athletes. The sample was 160 students from Shandong Sport University. The main tools used by the scholars were the Athlete Introductory Movement Screen (AIMS) and The Sport Imagery Ability…
Descriptors: Technology Uses in Education, Computer Simulation, Perceptual Motor Learning, Psychomotor Skills
Yasin Celik; Irini Barbero; Andrei Hodorog; Ioan Petri; Yacine Rezgui – Education and Information Technologies, 2024
The construction sector faces the urgent need to prioritize energy efficiency due to an increasingly stringent regulatory landscape in response to the climate change agenda. Central to this transition is the pivotal role of education in equipping professionals with the necessary knowledge and skills. Educational solutions have emerged as powerful…
Descriptors: Construction Industry, Energy, Conservation (Environment), Training
Jiechun Wang; Chun Li; Xueqian Zhou – Education and Information Technologies, 2024
Basketball, a dynamic team sport, demands a multifaceted approach to training and competition for players' well-being and optimal performance. This investigation aims to analyze basketball training with match-play demands and recovery strategies in the context of time-motion analysis. A descriptive research design with a quantitative approach was…
Descriptors: Team Sports, Athletes, Training, Performance
Yixuan Wang – Education and Information Technologies, 2024
The beauty of the sound is not only due to advanced singing voice but also depends on breathing techniques. This paper aims to study knowledge about the physiology of breathing and singing, including the effectiveness of conscious control in vocal training and innovative technologies. The authors used observation methods to achieve this goal. They…
Descriptors: Foreign Countries, Physiology, Singing, Training
Rabia Ünal; M. Betül Yilmaz – Education and Information Technologies, 2024
This study investigates healthcare professionals' acceptance of video conferences for in-service training in terms of performance expectancy and social influence. Furthermore, it attempts to determine which properties of video conferences influenced and predicted the adoption of video conferencing technology. We employed the cross-sectional survey…
Descriptors: Videoconferencing, Professional Development, Physicians, Program Effectiveness
Ratna Candra Sari; Arin Pranesti; Ismi Solikhatun; Novita Nurbaiti; Nurhening Yuniarti – Education and Information Technologies, 2024
This study aims to examine the influence of the role of immersive technology on perceived learning's effectiveness by considering the cognitive load of users when using VR-based learning media. This study involved a total of 91 respondents who had attended virtual reality-based learning training. In this research, SmartPLS was used to test the…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Instructional Effectiveness
Valdemar Švábenský; Jan Vykopal; Pavel Celeda; Ján Dovjak – Education and Information Technologies, 2024
Computer-supported learning technologies are essential for conducting hands-on cybersecurity training. These technologies create environments that emulate a realistic IT infrastructure for the training. Within the environment, training participants use various software tools to perform offensive or defensive actions. Usage of these tools generates…
Descriptors: Computer Security, Information Security, Training, Feedback (Response)
Marian Thiel de Gafenco; Tim Weinert; Andreas Janson; Jens Klusmeyer; Jan Marco Leimeister – Education and Information Technologies, 2024
Continuing vocational training benefits from the employees' ability to share individual experience and expertise with their co-workers, as these assets constitute competitive advantages for companies. IT-supported systems can facilitate processes of knowledge elicitation (e. g. as part of collaborative co-creation) to ensure retainment of…
Descriptors: Digital Literacy, Cooperation, Microcredentials, Information Technology
Ozcan Ozyurt; Hacer Ozyurt – Education and Information Technologies, 2024
The aim of this study is to identify the main research interests and trends in the literature related to the integration of virtual reality into educational and training environments and to provide a potential guideline for future applications of virtual reality. For this purpose, a topic modeling analysis was conducted with a total of 16413…
Descriptors: Computer Simulation, Educational Research, Educational Trends, Training
Karol Lisette Rueda-Gómez; Luis J. Rodríguez-Muñiz; Laura Muñiz-Rodríguez – Education and Information Technologies, 2024
The goal of this research is to analyze the factors that mediate the success of the use of online learning support platforms, based on the perceptions of a focus group of university professors, with a qualitative methodological approach. The sample consisted of 11 mathematics professors who taught three subjects to 9 240 incoming students, during…
Descriptors: Educational Technology, College Faculty, Mathematics Teachers, Teacher Attitudes
Lola García-Santiago; Mar Díaz-Millón – Education and Information Technologies, 2024
Industry 4.0 technological resources are tools used in everyday lives. In Higher Education, instructors need to recognize the value of these information and communication tools (ICTs) and integrate them to support teaching in any field of knowledge. In this study, the evolution of the use of technological resources in Translation &…
Descriptors: Information Technology, Technology Integration, Educational Technology, Translation
Xiaohang Dong; Hui Liang; Xianghua Ding; Yawen Zhang – Education and Information Technologies, 2024
Serious game-based learning is a high-fashioned topic in educational technology which helps children learn and train their skills. Most existing literature focuses on the improvement of children's specific abilities or skills, such as reading comprehension, attention, memory, etc. However, for cognitively impaired children, it is necessary to…
Descriptors: Game Based Learning, Educational Games, Cognitive Development, Intellectual Disability
Alven C. Y. Leung; Dennis Y. W. Liu; Xiapu Luo; Man Ho Au – Education and Information Technologies, 2024
Blockchain is a newly emerging technology in the past decade that has significantly impacted various aspects. "Scientific popularization" among IT practitioners on this technology and its use cases become a pressing need. However, constructing an effective blockchain teaching approach for this purpose is a challenging task. A training…
Descriptors: Technological Advancement, Information Technology, Technology Uses in Education, Teaching Methods
Hailin Ning; Yao Lu; Wancheng Yang; Zhi Li – Education and Information Technologies, 2024
Based on the purpose of improving the communication power of the computational intelligence short videos of China Communist Youth League, this paper takes six typical computational intelligence short video IDs and their popular computational intelligence short videos of the Communist Youth League at the provincial level as the research object…
Descriptors: Computation, Intelligence, Video Technology, Social Systems
Papakostas, Christos; Troussas, Christos; Krouska, Akrivi; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The integration of Augmented Reality (AR) in welding training is considered to increase the efficiency, security and time gain in operations, reducing consumable and infrastructures costs. Prior research has examined the integration of AR-simulation in applications, like medical operations or aviation, showing the need for greater usability of…
Descriptors: Technology Integration, Computer Simulation, Welding, Training