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Chi Hong Leung; Winslet Ting Yan Chan – Asian Journal of Contemporary Education, 2025
This paper explores the efficacy of ChatGPT, a generative artificial intelligence in educational contexts, particularly concerning its potential to assist students in overcoming academic challenges while highlighting its limitations. ChatGPT is suitable for solving general problems. When a student comes across academic challenges, ChatGPT may…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Error Patterns
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Ernesto Panadero; Alazne Fernández Ortube; Rebecca Krebs; Julian Roelle – Assessment & Evaluation in Higher Education, 2025
Rubrics play a crucial role in shaping educational assessment, providing clear criteria for both teaching and learning. The advent of online rubric platforms has the potential to significantly enhance the effectiveness of rubrics in educational contexts, offering innovative features for assessment and feedback through the creation of erubrics.…
Descriptors: Scoring Rubrics, Teaching Methods, Learning Processes, Feedback (Response)
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Ali Zeb; Fazal Ur Rehman; Majed Bin Othayman; Muhammad Rabnawaz – International Journal of Information and Learning Technology, 2025
Purpose: Given the increasing attention on ChatGPT in academia due to its advanced features and capabilities, this study aims to examine the links among Artificial intelligence (AI), knowledge sharing, ethics, academia and libraries in educational institutions. Moreover, this study also aims to provide a literature base while discussing recent…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Knowledge Level
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Samson Damilola Fabiyi – Innovations in Education and Teaching International, 2025
This paper examines ChatGPT's capability in evaluating educational learning outcomes, investigating its effectiveness in assessing SMART criteria alignment and identifying the presence of fundamental components. The hypothesis posits that ChatGPT can proficiently accomplish these tasks, offering potential benefits to educational design and…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Evaluation
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HyeJin Hwang; Panayiota (Pani) Kendeou; Kristen L. McMaster – Journal of Special Education Technology, 2025
Successful comprehension is only possible when children draw inferences about ideas implicit or missing in discourse. Supporting inference-making with explicit instruction must start early given its importance in comprehension and knowledge development. However, students who experience difficulties with early reading skills often do not receive…
Descriptors: Inferences, Video Technology, Reading Difficulties, Reading Skills
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Deliang Wang; Yaqian Zheng; Jinjiang Li; Gaowei Chen – IEEE Transactions on Learning Technologies, 2025
Researchers have increasingly utilized artificial intelligence to automatically analyze classroom dialogue, aiming to provide timely feedback to teachers due to its educational significance. However, traditional machine learning and deep learning models face challenges, such as limited performance and lack of generalizability, across various…
Descriptors: Classroom Communication, Computational Linguistics, Cues, Generalization
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David Troy – Community College Enterprise, 2025
This paper argues that generative AI has become ubiquitous in academia, making irrelevant the debates about whether or not to allow it. Instead, the author advocates for transparency and accountability frameworks that acknowledge AI's presence while preserving academic integrity. The paper examines the challenges educators face: unreliable…
Descriptors: Artificial Intelligence, Integrity, Technology Uses in Education, Accountability
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Miguel Sicart – American Journal of Play, 2025
To Brian Sutton-Smith's catalogue of seven play rhetorics in his influential work, "The Ambiguity of Play," the author adds an eighth category--the rhetoric of computational play, connecting the research field of game studies with other forms of play studies. By proposing this rhetoric, Sicart seeks to consolidate the relation between…
Descriptors: Play, Game Based Learning, Computer Games, Corporations
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Constance A. Lightner; Carin A. Lightner-Laws; Tameka Womack – Educational Technology Research and Development, 2025
Many universities utilized a reactive, piecemeal approach to adapt and rapidly reopen schools at the onset of the COVID-19 pandemic. Although schools were able to resume classes online relatively quickly, there was limited time to explore best practices for an optimal online learning environment. The pandemic exposed significant issues in the…
Descriptors: Higher Education, Electronic Learning, Distance Education, Technology Uses in Education
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W. Monty Jones; Katherine Hansen; Douglas Lusa Krug; Michael L. Schad; Nakisha Whittington; Xun Liu – Computer Science Education, 2025
Background and Context: Efforts to engage adult learners in computer science in the United States have been largely unsuccessful. While research examining the use of music for teaching computer programming with K-12 learners is emerging, little research with adult learners exists. Objective: This study evaluates the effect of computer coding…
Descriptors: Musical Composition, Computer Software, Adult Students, Student Attitudes
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Michael Borcherds; Florian Derflinger; Zoltán Kovács; Ben North – International Journal of Mathematical Education in Science and Technology, 2025
We introduce the free web-app PyGgb -- the combination of the well-known programming language Python and the dynamic mathematics system GeoGebra. Motivated by the desire to provide an introduction to Python coding in the familiar context of mathematics and geometry, PyGgb allows GeoGebra constructions to be created using Python code. We outline…
Descriptors: Programming, Mathematics Education, Coding, Geometry
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Eliza Rossiter; T. J. Thomson; Rachel Fitzgerald – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study is to evaluate the use and effectiveness of a bespoke mobile learning resource, Pocket Tutor. This resource responds to a number of teaching and learning challenges within the tertiary education context. These include those related to the number and type of learning activities that can be offered, class pacing,…
Descriptors: College Students, Electronic Learning, Handheld Devices, Technology Uses in Education
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Sladana Mitrovic; Radoslav Božic; Ðurdica Takaci – Interactive Learning Environments, 2024
In this paper, we present the analysis of the students' achievements in learning calculus in a dynamic software environment during the COVID-19 crisis. Two groups of students, the experimental and the control one, were monitored. Blended learning was applied to the students in the experimental group, with the help of "Microsoft Teams"…
Descriptors: Blended Learning, Calculus, COVID-19, Pandemics
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Joel Manuel Prieto-Andreu; Antonio Labisa-Palmeira – Journal of Technology and Science Education, 2024
GPT-3 is a neuronal language model that performs tasks such as classification, question-answering and text summarization. Although chatbots like BlenderBot-3 work well in a conversational sense, and GPT-3 can assist experts in evaluating questions, they are quantifiably worse than real teachers in several pedagogical dimensions. We present the…
Descriptors: Teaching Methods, Artificial Intelligence, Computer Software, Questioning Techniques
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Kimberley L. M. Zonneveld; Alison D. Cox; Madeline M. Asaro; Kieva S. Hranchuk; Arezu Alami; Laura D. Kelly; Jan C. Frijters – Journal of Applied Behavior Analysis, 2024
Visual inspection of single-subject data is the primary method for behavior analysts to interpret the effect of an independent variable on a dependent variable; however, there is no consensus on the most suitable method for teaching graph construction for single-subject designs. We systematically replicated and extended Tyner and Fienup (2015)…
Descriptors: Graphs, Video Technology, Teaching Methods, Computer Software
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