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Alvarez-Melgarejo, Mileidy; Pedraza-Avella, Aura C.; Torres-Barreto, Martha L. – International Journal of Learning Technology, 2023
MOTIVATIC WEB is a software platform in which teachers can co-design activities for their students using three different gamified mechanics. This article presents the results of the technology acceptance evaluation by users. The evaluation considered aspects related to perceived usefulness (PU) and ease of use, behavioural intention to use, and…
Descriptors: College Faculty, Electronic Learning, Computer Software, Computer Uses in Education
Verdú, Elena; Regueras, Luisa M.; Gal, Eran; de Castro, Juan P.; Verdú, María J.; Kohen-Vacs, Dan – Educational Technology Research and Development, 2017
INTUITEL is a research project aiming to offer a personalized learning environment. The INTUITEL approach includes an Intelligent Tutoring System that gives students recommendations and feedback about what the best learning path is for them according to their profile, learning progress, context and environmental influences. INTUITEL combines…
Descriptors: Technology Integration, Intelligent Tutoring Systems, Computer Networks, Computer System Design
Twu, Ming-Lii – ProQuest LLC, 2017
The purpose of this mixed methods study was to employ the International Society for Technology in Education (ISTE) Standards for Students as taxonomy to classify educational mobile application (app) software into seven categories and empirically examine the influence on students' technology literacy. A purposeful sample of fifth grade core subject…
Descriptors: Educational Technology, Handheld Devices, Technological Literacy, Influence of Technology
Bhatiasevi, Veera; Naglis, Michael – Education and Information Technologies, 2016
This research is one of the first few to investigate the adoption and usage of cloud computing in higher education in the context of developing countries, in this case Thailand. It proposes extending the technology acceptance model to integrate subjective norm, perceived convenience, trust, computer self-efficacy, and software functionality in…
Descriptors: Foreign Countries, Developing Nations, Information Storage, Higher Education
Wu, Yi-Chieh; Liao, Wen-Hung; Chi, Ming-Te; Li, Tsai-Yen – International Association for Development of the Information Society, 2016
In response to the recent trend in maker movement, teachers are learning 3D techniques actively and bringing 3D printing into the classroom to enhance variety and creativity in designing lectures. This study investigates the usage pattern of a 3D modeling software, Qmodel Creator, which is targeted at K-12 students. User logs containing…
Descriptors: Courseware, Use Studies, Technology Uses in Education, Computer Software
Tang, Tiffany Y.; Winoto, Pinata; Leung, Hareton – Journal of Educational Computing Research, 2014
A number of research studies have focused on the usability of groupware in supporting collaborative work. Unfortunately, our understanding of their impact on collaborative learning is still limited due to a lack of attention on this issue. The majority of educators and designers in Computer Supported Collaborative Learning (CSCL) expect…
Descriptors: Usability, Use Studies, Computer Software, Cooperative Learning
Amiel, Tel; Soares, Tiago Chagas – International Review of Research in Open and Distributed Learning, 2016
We present an analysis of 50 repositories for educational content conducted through an "audit system" that helped us classify these repositories, their software systems, promoters, and how they communicated their licensing practices. We randomly accessed five resources from each repository to investigate the alignment of licensing…
Descriptors: Audits (Verification), Educational Resources, Certification, Conflict
Noorhidawati, A.; Hanum, N. Fariza; Zohoorian-Fooladi, N. – Information Research: An International Electronic Journal, 2013
Introduction: This paper reports an exploratory study examining how users participate in social tagging activities in a scholarly digital library environment to learn about their motivations, behaviour, and practices. Method: This study was conducted in two phases: a survey to investigate usage and attitudes of social tagging tool, and a…
Descriptors: Foreign Countries, Social Networks, Electronic Libraries, Indexing
Safar, Ammar H. – College Student Journal, 2015
This longitudinal descriptive qualitative evaluation action research case study explored the reflections/experiences (i.e., their perceptions, attitudes, and feelings) of 450 pre-service teachers in the College of Education (COE) at Kuwait University (KU) over three academic years regarding the use of Prezi as a facilitative storytelling…
Descriptors: Foreign Countries, Longitudinal Studies, Qualitative Research, Action Research
Colasante, Meg; Douglas, Kathy – Australasian Journal of Educational Technology, 2016
Annotation of video provides students with the opportunity to view and engage with audiovisual content in an interactive and participatory way rather than in passive-receptive mode. This article discusses research into the use of video annotation in four vocational programs at RMIT University in Melbourne, which allowed students to interact with…
Descriptors: Active Learning, Video Technology, Audiovisual Aids, Interactive Video
Beach, Pamela; Willows, Dale – Canadian Journal of Learning and Technology, 2014
This qualitative study examined an innovative methodology, combining screen capture technology and a retrospective think aloud, for exploring the use of Internet-based resources by elementary teachers. Pre-service and in-service teachers explored "The Balanced Literacy Diet," a free, interactive, and evidenced-informed professional…
Descriptors: Professional Development, Web Sites, Elementary School Teachers, Electronic Learning
Bouhnik, Dan; Deshen, Mor – Journal of Information Technology Education: Research, 2014
WhatsApp is a Smartphone application for instant messaging. Lately the application's popularity has risen. One of the unique features of the application is its ability to enhance communication within a group. Classroom communication between teaching faculty and high school students using WhatsApp has not yet, to our knowledge, been researched…
Descriptors: Teacher Student Relationship, Synchronous Communication, Computer Software Reviews, Computer Software
Sung, Ji Eun – ProQuest LLC, 2012
New products continue to launch quickly but many of them are converged products. The "new product" is not a completely new thing to consumers and the basic features stay the same. As a result, the added functions or fancy design can't explain why consumers adopt the new media. Past studies have examined perceptions of innovations or user…
Descriptors: Program Effectiveness, Innovation, Context Effect, Intention
Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
Celik, Serkan – Turkish Online Journal of Distance Education, 2012
Revolutionary advancements have been observed in e-learning technologies though an amalgamated evaluation methodology for new generation e-learning content development tools is not available. The evaluation of educational software for online use must consider its usability and as well as its pedagogic effectiveness. This study is a first step…
Descriptors: Foreign Countries, Electronic Learning, Computer Software, Computer Software Evaluation