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Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
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Nkuyubwatsi, Bernard – Journal of Interactive Media in Education, 2018
The marketing of the Massachusetts Institute of Technology (MIT) Open Courseware gives the impression that it has the potential to contribute to quality open learning and opening up higher education globally. It is from this perspective that the potential contribution of Open Educational Resources (OER) units in the MIT Open Courseware to opening…
Descriptors: Usability, Open Source Technology, Courseware, Higher Education
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Bagci, Kubra; Celik, H. Eray – Eurasian Journal of Educational Research, 2018
Purpose: The present study aims to model continuance intention to use web-based distance learning system and reveal the relationship between structures. Method: In this study, factors affecting continuance intention to use a web-based distance learning system was examined with a sample of 104 students attending an initial teacher training program…
Descriptors: Web Based Instruction, Distance Education, Intention, Preservice Teachers
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Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose of this study was to examine the impact of five factors on the user acceptance of Three-Dimensional Virtual Worlds (3DVWs) in higher education. Another objective of the study was to investigate the effects of the application of 3DVWs on five variables relevant to positive outcomes for higher education students. Background:…
Descriptors: Adoption (Ideas), Undergraduate Students, Influences, Virtual Classrooms
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Fathema, Nafsaniath; Akanda, Mohammad H. – Australasian Journal of Educational Technology, 2020
This study examines the effects of instructors' academic disciplines and prior experience with the learning management system (LMS), Canvas, on current use. Our mixed method study collected data via an online survey from 557 instructors at two United States universities. Quantitative analyses found significant differences in instructors' use of…
Descriptors: Intellectual Disciplines, Knowledge Level, Teaching Experience, Teacher Characteristics
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Kaba, Abdoulaye; Abdullah, Abdulrahman Dheyab – SAGE Open, 2020
The main purpose of this study is to investigate the attitude of students toward Arabic and English textbooks in communication and media. The study used a survey questionnaire to collect data. A total of 157 university students, consisting of 95 females and 62 males, participated in the study. English textbooks received the highest satisfaction…
Descriptors: Foreign Countries, Semitic Languages, English, Textbooks
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Bingö, Isa; Kursun, Engin; Kayaduman, Halil – Open Praxis, 2020
The main purpose of this study is to investigate the factors for success and course completion through the lens of participants in a Massive Open Online Courses (MOOCs) system implemented in Turkey. Thirty-two participants were selected on the basis of purposive sampling among 5000 enrolled users from 10 MOOCs, who were then classified into 3…
Descriptors: Online Courses, Open Education, Student Participation, Distance Education
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Okocha, Foluke – International Journal of Information and Communication Technology Education, 2020
Higher education institutions worldwide are transitioning to electronic books which have become a standard platform in providing reading materials. This study investigated the determinants of the adoption of academic e-books by university students in Nigeria. Results showed that a majority of students were aware of electronic books but only 44.5%…
Descriptors: Adoption (Ideas), Books, Electronic Publishing, Undergraduate Students
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Hariyanto, Didik; Triyono, Moch. Bruri; Köhler, Thomas – Knowledge Management & E-Learning, 2020
One of the advanced technologies in e-learning deals with the systems' ability to fit the students' preferences. It emerged based upon the common conception that every person has different learning style. However, despite the many options of learning style models toward using personalized elearning, there are considerable challenges to assess the…
Descriptors: Usability, Electronic Learning, Individualized Instruction, Computer Assisted Instruction
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Benali, Mourad; Ally, Mohamed – International Journal of Mobile and Blended Learning, 2020
Over the last decade, there has been much interest in mobile technologies in teaching and learning as emerging and innovative tools. Despite this focus, mobile learning (m-Learning) implementation is facing many challenges. This study presents a tentative conceptual framework that consolidates existing research related to mobile learning…
Descriptors: Electronic Learning, Handheld Devices, Technology Uses in Education, Program Implementation
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Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
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Yu, Zhonggen; Yi, Han – International Journal of Mobile and Blended Learning, 2020
Rain Classroom, a mobile learning technology developed in China, has received great popularity. Research into its acceptance and effectiveness, however, remains sparse. Through research instruments, i.e. a questionnaire adapted from the Technology Acceptance Model (TAM), a semi-structured interview and linguistics knowledge tests, both…
Descriptors: Foreign Countries, Electronic Learning, Technology Uses in Education, Computer Oriented Programs
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Lim, Lyndon – Journal of Psychoeducational Assessment, 2020
This article outlines the development and validation of the Computer-Delivered Test (CDT) Acceptance Questionnaire (CTAQ). The CTAQ was designed to be a practical measure of CDT acceptance of Singapore secondary and high school students (Grades 7-12) toward taking tests within an e-assessment system. The stages of test (questionnaire item)…
Descriptors: Student Attitudes, High School Students, Secondary School Students, Computer Assisted Testing
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Jill Stefaniak; Smruti Shah; Erin Mills; Tian Luo – International Journal of Designs for Learning, 2020
This design case shares how personas were utilized to create an online career resource center intended to help instructional design students in making informed career decisions. The outcome of this project has helped identify instructional opportunities to improve services currently provided to instructional design students and graduate student…
Descriptors: Instructional Design, Needs Assessment, Resource Centers, Graduate Students
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Martina Angela Rau; Will Keesler; Ying Zhang; Sally Wu – IEEE Transactions on Learning Technologies, 2020
Instruction in most STEM domains uses visuals to illustrate complex problems. During problem solving, students often manipulate and construct visuals. Traditionally, students draw visuals on paper and receive delayed feedback from an instructor. Educational technologies have the advantage that they can provide immediate feedback on students'…
Descriptors: Visualization, Educational Technology, Chemistry, STEM Education
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