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Rebecca Ferguson; Leigh-Anne Perryman; Simon J. Ball – Journal of Interactive Media in Education, 2024
The popularity of MOOCs and MOOC platforms prompted some universities to develop their first online courses, while others experimented with the format of existing online offerings. Despite the body of research identifying cognitive, metacognitive, and practical benefits of printed materials, there has been a shift towards an approach that…
Descriptors: Conventional Instruction, MOOCs, Printed Materials, Learning Modalities
Ludmila Walaszczyk; Sylvester Arnab – Electronic Journal of e-Learning, 2025
In the current educational environment, e-learning and online education have gained significant prominence, especially highlighted during the COVID-19 pandemic when their importance increased dramatically. Empirical evidence highlights the undeniable benefits of online learning, with learners globally appreciating the flexibility to access course…
Descriptors: Open Source Technology, Gamification, Usability, Electronic Learning
Bob Gates; Indermeet Sawhney; Regi Alexander; Sophie Shardlow; Asif Zia – International Journal of Developmental Disabilities, 2024
Aim: This project sought to ascertain views and experiences of people with intellectual disabilities, their carers', and specialist intellectual disability psychiatrists as to use of telepsychiatry consultations. Background: During the COVID-19 pandemic specialist psychiatrists in intellectual disability services in the United Kingdom (UK) have…
Descriptors: Telecommunications, Videoconferencing, Psychotherapy, Intellectual Disability
Nieto García, Marta; Sit, Jason – Marketing Education Review, 2023
GSRSs are known to positively influence students' learning behaviors and in-class participation. Kahoot! is one of the GSRSs widely adopted in the higher education (HE) sector and also widely studied in the HE marketing literature. Whilst varied theories have been applied to study the pedagogical value of Kahoot!, the user experience (UX) theory…
Descriptors: Game Based Learning, Audience Response Systems, Usability, Student Attitudes
Probing Cultural Differences in Product Design and Consumer Evaluation Using Repertory Grid Analysis
Tang, Pinyan; Lawson, Glyn; Sun, Xu; Sharples, Sarah – International Journal of Technology and Design Education, 2022
Culture plays an essential role in the success of product design, especially in the age of a global economy where there is a high probability of discrepancy between the designer's intention and the consumer's response. However, the role of culture is often challenging to identify and measure. In the current paper, we employed Repertory Grids to…
Descriptors: Cultural Differences, Design, Foreign Countries, Program Evaluation
Kate Toft; Catherine Best; Jayne Donaldson – International Journal of Language & Communication Disorders, 2024
Background: The MD Anderson Dysphagia Inventory (MDADI) is a widely used patient-reported outcome measure (PROM) which assesses dysphagia-related quality of life (QoL) in head and neck cancer (HNC). Despite its common use in HNC research and clinical practice, few of its psychometric properties have been reappraised since its inception. The aim of…
Descriptors: Cancer, Foreign Countries, Physicians, Outcomes of Treatment
Fletcher, Matthew; Bond, Caroline; Qualter, Pamela – Educational Psychology in Practice, 2023
There is a growth in the use of robotic telepresence technology, allowing users to remotely access an environment, to support the inclusion/attendance of school pupils experiencing physical/emotional difficulties in the UK. Educational psychologists (EPs) are likely to encounter robotic telepresence technology due to their role in supporting pupil…
Descriptors: Robotics, Technology Uses in Education, Telecommunications, Distance Education
Caroline Ewers; Jo Patterson; Laura-Jayne Watson – International Journal of Language & Communication Disorders, 2024
Background: The COVID-19 pandemic resulted in rapid changes to head and neck cancer (HNC) services. Multidisciplinary team (MDT) face-to-face appointments were converted to telehealth appointments (telephone and video-call) to reduce the risk of COVID-19 transmission. The literature exploring HNC patient experience of these appointment types is…
Descriptors: Videoconferencing, Access to Health Care, COVID-19, Pandemics
Gerardo Herrera; Lucía Vera; Patricia Pérez-Fuster; Arturo López-Fernández; Álvaro López; Ümit Savas-Taskesen; Nigel Newbutt – Educational Technology Research and Development, 2025
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability.…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Students with Disabilities, Computer Simulation
Rebecca Jones; Jana Kreppner; Fiona Marsh; Brettany Hartwell – Emotional & Behavioural Difficulties, 2024
There are conflicting theories about the best ways to support behaviour in schools. This paper captures the perspectives of UK primary school staff regarding the advantages and disadvantages of different behaviour support approaches, in addition to exploring the facilitators and barriers to adopting relational-based approaches. Virtual…
Descriptors: Foreign Countries, Student Behavior, Behavior Modification, Affordances
Xue Zhou; Peter Wolstencroft – Journal of Learning Development in Higher Education, 2022
Traditional university support structures have generally been predicated on a 'one size fits all' approach that stresses a mechanistic, bureaucratic approach. Support is transactional in nature with students accessing it only when needed. Support focuses on both individual tutorial and centralised mechanisms which have proved effective for only…
Descriptors: Computer Mediated Communication, Computer Oriented Programs, Social Support Groups, Foreign Students
Lauren Stephanie Jones; Ailsa Russell; Mark Brosnan – School Mental Health, 2024
With high demand on specialist child mental health services internationally, there is significant interest in prevention and early intervention, as well as innovative and efficient approaches for increasing access to high-quality care. Digital communication technologies can improve communication between different professionals and agencies…
Descriptors: Computer Mediated Communication, Usability, Digital Literacy, Technology Uses in Education
Kunyang Qu; Xuande Wu – Education and Information Technologies, 2024
The advancement of information technologies has led to increased attention to AI chatbots as valuable tools for computer-assisted language learning (CALL), drawing the attention of both academic scholars and industry practitioners. However, there remains limited understanding regarding the adoption of AI chatbots, specifically within the context…
Descriptors: Computer Software, Second Language Instruction, English (Second Language), Artificial Intelligence
Podsiadlik, Aleksandra – International Journal of Disability, Development and Education, 2023
Blended learning (BL) has been widely adopted across the higher education (HE) sector, with a growing body of literature exploring its impact on both students and faculty. However, to date, few studies have examined how students with Specific Learning Difficulties (SpLDs) experience BL. This paper presents the results of a qualitative case study…
Descriptors: Blended Learning, College Students, Student Experience, Students with Disabilities
Oliver J. Mason; Siobhan Collman; Stella Kazamia; Ioana Boureanu – Journal of Cybersecurity Education, Research and Practice, 2024
This pilot study aims to assess the acceptability of Open University's training platform called Gamified Intelligent Cyber Aptitude and Skills Training course (GICAST), as a means of improving cybersecurity knowledge, attitudes, and behaviours in undergraduate students using both quantitative and qualitative methods. A mixed-methods, pre-post…
Descriptors: Career Readiness, Computer Science, Computer Security, Gamification