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Daoudi, Ibtissem – Education and Information Technologies, 2022
In recent years, the interest in the use of serious games as teaching and learning tools in traditional educational processes has increased significantly. Serious Educational Games (SEG) and Learning Analytics (LA) are gaining increasing attention from teachers and researchers, since they both can improve the learning quality. In this article, we…
Descriptors: Learning Analytics, Usability, Educational Games, Educational Benefits
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Rozinaj, Gregor; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2022
Contributions: This article presents a large-scale study which investigates students' reaction to game-based learning as part of programming courses. The study focuses on knowledge acquisition, learner experience, and game usability. Background: Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of…
Descriptors: Game Based Learning, Student Experience, Knowledge Level, College Students
Sujithra Raviselvam; Karupppasamy Subburaj; Katja Hölttä-Otto; Kristin L. Wood – Biomedical Engineering Education, 2022
Extreme-user experiences refer to experiences that simulate the extremes of user abilities like reduced or no visual attention or auditory attention. Inspired by the needs experienced by the users who experience physical or cognitive challenges, extreme-user perspectives can make designers understand their designs from an inclusive design…
Descriptors: Usability, Outcomes of Education, Undergraduate Students, Learning Modules
Shuaiyao Ma; Lei Lei – Asia Pacific Journal of Education, 2024
This study, rooted in the Technology Acceptance Model (TAM), investigates the multifaceted factors that influence teacher education students in Information-Based Teaching to embrace artificial intelligence technologies. To enrich the TAM framework, we have incorporated elements such as Artificial Intelligence Literacy (AIL), Subjective Norms (SN),…
Descriptors: Preservice Teachers, Artificial Intelligence, Technology Uses in Education, Educational Technology
Emily C. Bouck; Jonte A. Myers; Brad S. Witzel – TEACHING Exceptional Children, 2024
The COVID-19 pandemic of 2020 forced many schools to deliver remote and/or online instruction, at least intermittently, to all students, including those with learning disabilities (LD; Grant, 2020). The move to remote (i.e., education provided not in the physical classroom or school) or virtual (i.e., learning facilitated by digital tools)…
Descriptors: Mathematics Instruction, Electronic Learning, Secondary School Students, Students with Disabilities
Chih-Hung Wu; A.-How You; Tse-Ping Dong; Chih-Hsing Liu – Asia-Pacific Education Researcher, 2024
The utilization of online platforms for the preservation of the culture of Chinese calligraphy has become increasingly common in the digital era. We studied learners' intention to use online calligraphy teaching websites, adopting a mixed research method including both quantitative and qualitative analyses to examine the factors that engage online…
Descriptors: Influences, Intention, Learner Engagement, Electronic Learning
Elyssa Rachelle Morissette – ProQuest LLC, 2024
As the internet increases in size, our body of research into what visitors prefer for website design is leaving out a growing group of people. Those with visual impairments are one of the fastest growing minorities with a disability online. This extremely under-studied group uses the internet for as many different purposes as sighted users do, but…
Descriptors: Visual Impairments, Web Sites, Usability, Use Studies
Ahmet Murat Uzun; Erhan Üna; Selcan Kilis – Educational Process: International Journal, 2024
Background/purpose: Widespread adoption of e-learning was triggered worldwide during the COVID-19 pandemic and modern higher education institutions dedicated significant resources to the use of diverse e-learning systems. However, to maximize the benefits of these investments, it is crucial that the degree to which end-users accept and continue…
Descriptors: Electronic Learning, COVID-19, Pandemics, Learning Management Systems
UK Department for Education, 2024
From September 2023 to March 2024, Faculty AI, the National Institute of Teaching (NIoT) and ImpactEd Group (representing the AI in Schools Initiative) have worked with the Department for Education (DfE) to deliver the Use Cases for Generative Artificial Intelligence in Education project. The project explored potential applications for Generative…
Descriptors: Artificial Intelligence, Technology Uses in Education, Ethics, Computer Science
Johnnie L. Allen Jr.; Freddy Juarez – New Directions for Student Leadership, 2024
This article highlights the importance of leadership engagement throughout the leadership learning process, adding to the leadership learning framework literature. We include a brief overview of leadership engagement as it relates to user-centered design (UCD), commonly utilized in information technology companies. The authors offer how UCD can…
Descriptors: Leadership Training, Learner Engagement, Information Technology, Corporations
Yuyu Chen; Yuntao Zou – European Journal of Education, 2024
This research paper focuses on the adoption of multi-perspective theory to study teachers' attitudes and intentions towards using intelligent mixed reality (MR) devices for classroom behaviour analysis. The research model integrates TRI (Technology Readiness Index), IDT (Innovation Diffusion Theory), ECM (Expectation Confirmation Theory) and TAM…
Descriptors: Teacher Attitudes, Educational Quality, Intention, Artificial Intelligence
Aaron James Mowery – ProQuest LLC, 2024
Background: Schoolwide positive behavioral interventions and supports (PBIS) is an evidence-based framework for implementing a continuum of behavior support practices in schools to improve student outcomes. Research suggests that students with extensive support needs (ESN) may not have access to the complete continuum of behavioral supports within…
Descriptors: Test Construction, Measures (Individuals), Test Validity, Access to Education
Xuefeng Zhang; Yelin Huang; Mingshuang Chen; Fenglian Wang – International Journal of Web-Based Learning and Teaching Technologies, 2024
Online teaching platforms (OTPs) are becoming important mediums for supporting college students in course learning activities. Their intention to use is critical for promoting learning effectiveness, efficiency, and continuous development of OTPs. Drawing upon the technology acceptance model (TAM), this study builds the research model of students'…
Descriptors: College Students, Student Behavior, Intention, Usability
Kraisila Kanont; Pawarit Pingmuang; Thewawuth Simasathien; Suchaya Wisnuwong; Benz Wiwatsiripong; Kanitta Poonpirome; Noawanit Songkram; Jintavee Khlaisang – Electronic Journal of e-Learning, 2024
This study investigates the factors influencing the adoption of Generative-AI tools amongst Thai university students, employing the Technology Acceptance Model (TAM) as a theoretical framework. Data from 911 higher education students from 10 different Thai Universities Health Sciences, Sciences and Technology, Social Sciences and Humanities, and…
Descriptors: Artificial Intelligence, College Students, Student Attitudes, Educational Technology
Carl Boel; Tijs Rotsaert; Martin Valcke; Alexander Vanhulsel; Tammy Schellens – Education and Information Technologies, 2024
Students in secondary vocational education often have to learn and practice their skills in potentially dangerous situations, operating complex machinery or working in hazardous conditions. As a consequence, they need to be trained on how to work safely, to respect safety regulations, to wear protective gear and related equipment, to consider…
Descriptors: Instructional Design, Educational Research, Computer Simulation, Educational Games