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Sabita Mahapatra; Shivendra Kumar Pandey – International Journal of Educational Management, 2025
Purpose: The COVID-19 pandemic compelled educational institutions to shift from classroom interactions to electronic learning (e-learning). This study uses eTAM with usability dimensions to examine the use of e-learning for core academic activities during the COVID-19 pandemic. Leveraging the switching value framework, it investigates students'…
Descriptors: Electronic Learning, COVID-19, Pandemics, Extracurricular Activities
Noha Altowairiki – Innovations in Education and Teaching International, 2025
The incorporation of universal design for learning (UDL) in higher education holds promise for enhancing student engagement and fostering deeper learning experiences. This case study delves into the implementation of UDL in a blended graduate course by examining students' perceptions of their learning encounters. Data collection involves an online…
Descriptors: Blended Learning, Usability, Graduate Study, Student Attitudes
Joe Noteboom – Learning, Media and Technology, 2025
This article builds on emerging accounts of the 'student as user' to explore platformisation in higher education from the perspectives of students. While existing scholarship on platformisation and assetisation has highlighted important concerns about the distribution of power and value in contemporary higher education, much of this literature…
Descriptors: Foreign Countries, Educational Technology, Usability, Learning Management Systems
Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
Tricia Corrin; Paul Cairney; Eric B. Kennedy – Evidence & Policy: A Journal of Research, Debate and Practice, 2025
Background: COVID-19 accentuated an evergreen dilemma in evidence-informed policy making--the imperative to synthesise the best available evidence with limited time to produce high quality synthesis. The pandemic prompted the adaptation of evidence synthesis practices to match the urgency of the crisis, and heightened demand by policy makers,…
Descriptors: Evidence, Synthesis, COVID-19, Pandemics
Ramadhan, Arief; Hidayanto, Achmad Nizar; Salsabila, Ghina Almira; Wulandari, Intan; Jaury, Jessica Alexia; Anjani, Nadia Nabila – Education and Information Technologies, 2022
E-Learning has been massively used in higher education, one of which is in Universitas Indonesia. The e-learning system in Universitas Indonesia is called Student Centered E-Learning Environment Universitas Indonesia (SCELE UI). This research determines the effect of usability on the intention to use SCELE UI in a sustainable way. The Expectation…
Descriptors: Usability, Electronic Learning, Intention, Sustainability
Joseph Lobo; Genesis Dimalanta; Conrad Buerkley; Susan Manuel; Amiel Alfonso; Celter Cris Torres; Gerald Suba – Journal of Educators Online, 2025
This study adapted Davis' (1989) Technology Acceptance Model (TAM) to investigate what influences students' attitudes on using Microsoft Teams (MS Teams) as a learning tool for Physical Education (PE). Partial Least Square-Structural Equation Modeling (PLS-SEM) analysis of survey responses from 1,916 Mabalacat City College students enrolled in an…
Descriptors: Physical Education, Computer Software, Instructional Effectiveness, Computer Uses in Education
Mirza Rayana Sanzana; Mostafa Osama Mostafa Abdulrazic; Jing Ying Wong; Jaya Kumar Karunagharan; Jason Chia – Journal of Applied Research in Higher Education, 2024
Purpose: This paper presents two educational gamified virtual labs and investigates different methods of including gamified elements in virtual labs used for teaching. The purpose of this study is to investigate if immersive gamified virtual labs can be used as effective pedagogical tools by properly incorporating them into higher education…
Descriptors: Virtual Classrooms, Laboratories, Gamification, Higher Education
Yoonjung Hwang; Cheolil Lim – Asia Pacific Education Review, 2024
The integration of ICT in education in developing countries has become a significant focus in various ODA projects and educational research. With the increasing demand for teachers to incorporate ICT in their classrooms, the precise methods for effectively integrating ICT resources have not been thoroughly explored. Therefore, this research aimed…
Descriptors: Instructional Design, Technology Integration, Foreign Countries, Usability
I-Hsiung Chang; Pi-Chun Hsu; Ru-Si Chen – Education and Information Technologies, 2024
This study investigates how trust influences parents' satisfaction with parenting apps. The study demonstrates that social ties and perceived value act as mediators between trust and user satisfaction. A questionnaire was conducted in Taiwan to test parents' perceptions of parenting apps, focusing particularly on user satisfaction and related…
Descriptors: Foreign Countries, Satisfaction, Trust (Psychology), Parent Attitudes
Chandan Kumar Tiwari; Mohd. Abass Bhat; Shagufta Tariq Khan; Rajaswaminathan Subramaniam; Mohammad Atif Irshad Khan – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this paper is to identify the factors determining students' attitude toward using newly emerged artificial intelligence (AI) tool, Chat Generative Pre-Trained Transformer (ChatGPT), for educational and learning purpose based on technology acceptance model. Design/methodology/approach: The recommended model was empirically…
Descriptors: Foreign Countries, College Students, Artificial Intelligence, Student Attitudes
Adel Saber Alanazi; Houcine Benlaria; Saad Awadh Alanazi – Education and Information Technologies, 2025
This study evaluated the impact of sustainable assistive technology (SAT) on the employment opportunities (EOs) of university graduates with disabilities (GwDs) in the Kingdom of Saudi Arabia (KSA) and examined whether government support (GS) acts as a mediating factor on said impact. A sample of 205 GwDs from five universities in the KSA…
Descriptors: Sustainability, Assistive Technology, Employment Opportunities, College Graduates
Norazha Paiman; Muhammad Ashraf Fauzi – Journal of Applied Research in Higher Education, 2024
Purpose: This research aims to build on the pre-existing corpus of literature through the integration of the technology acceptance model (TAM) and usage habit to more accurately capture the determinants associated with social media addiction among university students. This study seeks to delineate how usage habit and TAM may be used as predictors…
Descriptors: Social Media, Addictive Behavior, Technology, Student Attitudes
Zhao Li; Jirawan Deeprasert; Songyu Jiang – African Educational Research Journal, 2024
This study employs Structural Equation Modeling (SEM) and the Technology Acceptance Model (TAM) framework to explore the factors influencing Massive Open Online Courses (MOOCs) usage among college students in Southwest China. Using probability sampling, data were collected from 602 participants through an online survey distributed over a period of…
Descriptors: Foreign Countries, MOOCs, Usability, College Students
Milan Dahal – ProQuest LLC, 2024
Educational Robotics has gained popularity in K-12 education as an effective tool to teach STEM topics and skills like computational thinking, programming, collaboration, and creativity. With rapid technological progress, educational robots have found ways into classrooms worldwide. However, challenges like the ease of use, cost, and requiring…
Descriptors: Robotics, STEM Education, Technology Uses in Education, Elementary Secondary Education