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Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
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Mosharraf, Maedeh; Taghiyareh, Fattaneh – IEEE Transactions on Learning Technologies, 2020
Rapid development of open educational resources (OER) is often motivated by a new educational paradigm. This paradigm tends to address current challenges such as reusing, goal-oriented remixing, revising, and redistributing OER. This paper proposes a system to automatically remix, which is a step towards automatic course generation. This system…
Descriptors: Course Descriptions, Open Educational Resources, Goal Orientation, Integrated Learning Systems
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Al-Adwan, Ahmad Samed; Albelbisi, Nour Awni; Aladwan, Shadia Hasan; Al Horani, Omar Mohammed; Al-Madadha, Amro; Al Khasawneh, Mohammad Hamdi – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The main objective of this study is to explore students' beliefs with regard to social media use (SMU) in higher education and the consequences of such use on the perception of their academic performance. Additionally, the study aims to determine the major influential factors with regard to SMU in student learning settings as a means…
Descriptors: Social Media, Positive Attitudes, Student Motivation, Undergraduate Students
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Rahman, Md. Habibur; Islam, Md. Shiful – Knowledge Management & E-Learning, 2020
The purpose of this study is to build a model for Digital Content Management (DCM) in agricultural university libraries in Bangladesh. The model focuses on identifying the necessary tools and techniques required for DCM and finding out the problems and prospects of DCM for enhancing resource sharing among the agricultural universities in…
Descriptors: Models, Information Management, Electronic Libraries, Academic Libraries
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Durak, Gürhan; Çankaya, Serkan – Asian Journal of Distance Education, 2020
The COVID-19 pandemic, which was effective all over the world in early 2020, has deeply affected educational institutions. As a result, universities in Turkey quickly began their emergency distance education applications. Faculty members are the most important executors of this process. In this respect, the purpose of this study was to examine the…
Descriptors: Distance Education, Electronic Learning, Integrated Learning Systems, Lecture Method
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Themistokleous, Sotiris; Avraamidou, Lucy; Vrasidas, Charalambos – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this qualitative case study study is to examine the ways in which mobile videogames can be used in non-formal educational environments, to support students to develop decision-making skills through negotiated play. In the context of this study, the health literacy mobile videogame, "PlayForward: Elm City Stories" developed…
Descriptors: Handheld Devices, Video Games, Play, Decision Making Skills
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Zervogianni, Vanessa; Fletcher-Watson, Sue; Herrera, Gerardo; Goodwin, Matthew; Pérez-Fuster, Patricia; Brosnan, Mark; Grynszpan, Ouriel – Autism: The International Journal of Research and Practice, 2020
A wide array of digital supports (such as apps) have been developed for the autism community, many of which have little or no evidence to support their effectiveness. A Delphi study methodology was used to develop a consensus on what constitutes good evidence for digital supports among the broader autism community, including autistic people and…
Descriptors: Autism, Pervasive Developmental Disorders, Evidence Based Practice, Daily Living Skills
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Dollinger, Mollie; Cox, Sarah; Eaton, Rebecca; Vanderlelie, Jessica; Ridsdale, Sam – Journal of Interactive Media in Education, 2020
This article will explore usage patterns and perceptions of online learning support among university students. As higher education expands to include increasingly diverse student cohorts, alternative online-supported learning services have gained attention as a mechanism to support student success. However, there is a paucity of research regarding…
Descriptors: Student Diversity, Electronic Learning, Academic Support Services, College Students
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Haapanen, Lauri; Leppänen, Leo – AILA Review, 2020
The amount of available digital data is increasing at a tremendous rate. These data, however, are of limited use unless converted into a user-friendly form. We took on this task and built a natural language generation (NLG) driven system that generates journalistic news stories about elections without human intervention. In this paper, after…
Descriptors: News Reporting, Journalism, Elections, Computational Linguistics
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Airola, Ella; Rasi, Päivi; Outila, Marjo – Educational Gerontology, 2020
There is a need to better understand older people's use, non-use, and learning of eHealth services in their everyday lives. This paper reports a case study of a phone and video conferencing service aimed at promoting the social connectedness and well-being of older people in the sparsely populated area of Finnish Lapland. The data were derived…
Descriptors: Foreign Countries, Older Adults, Health Services, Case Studies
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Theodorou, Paraskevi; Meliones, Apostolos – Education Sciences, 2020
The development of mobile apps, which are either suitably adapted or especially designed for use by sensory-deprived people, have contributed significantly to the continuously increasing adoption of digital assistive technologies by people with disabilities. Throughout the design of two assistive navigation mobile apps for blind and visually…
Descriptors: Visual Impairments, Assistive Technology, Computer Software, Telecommunications
Shute, Valerie J.; Smith, Ginny; Kuba, Renata; Dai, Chih-Pu; Rahimi, Seyedahmad; Liu, Zhichun; Almond, Russell – Grantee Submission, 2020
In honor of Jim Greer, we share our recent work--a design and development study of various learning supports embedded within the game "Physics Playground." This 2-dimensional computer game is designed to help students learn Newtonian physics and uses stealth assessment to measure, in real-time, their physics understanding. The game…
Descriptors: Physics, Educational Games, Computer Games, Science Education
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Donevska-Todorova, Ana – International Journal for Technology in Mathematics Education, 2019
There has been much research about tasks and learning environments but not yet sufficient regarding those involving mobile technologies for mathematics education. This paper discusses the quality of the expanding amount of tablet applications for primary school mathematics and their eloquent integration in student-centred learning environments…
Descriptors: Handheld Devices, Technology Integration, Mathematics Education, Elementary School Mathematics
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Tang, Ying; Hew, Khe Foon – Australasian Journal of Educational Technology, 2019
This study examined the usefulness of a mobile instant messaging (MIM) tool to support teaching and learning. Taking a usefulness theoretical perspective, we examined in detail the utility and usability of using WeChat in a postgraduate-level course. Multiple types of data were collected and analysed, including MIM interaction records,…
Descriptors: Handheld Devices, Synchronous Communication, Graduate Students, Usability
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Avci, Esat; Coskuntuncel, Orkun – Pegem Journal of Education and Instruction, 2019
The purpose of this research is to examine the views of middle school mathematics teachers about the usability of VUstat and TinkerPlots software in data processing learning in the Curriculum of Mathematics Teaching in Middle School (5th, 6th, 7th and 8th grades). In the study, the phenomenology design from qualitative research patterns was…
Descriptors: Middle School Teachers, Mathematics Teachers, Teacher Attitudes, Computer Uses in Education
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