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Mohd Kamal Othman; Rahimah Mat; Norehan Zulkiply – Education and Information Technologies, 2025
This research addresses the critical need for robust usability evaluation tools in Wearable Virtual Reality Educational Applications. We developed a comprehensive set of Wearable Virtual Reality Educational Applications usability heuristics through a multi-stage process. Initial heuristics were established through a literature review. Validation…
Descriptors: Assistive Technology, Computer Simulation, Technology Uses in Education, Usability
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Linna Hu; Mardelle McCuskey Shepley – International Journal of Technology and Design Education, 2025
With a focus on the evaluation of conceptual product designs presented in the form of renderings, this paper describes an eye-tracking study in which gaze metrics, design ratings, and overall rankings of designs were measured. To explore the rationales behind fixational eye movements and numeric evaluation outcomes, additional qualitative data…
Descriptors: Merchandise Information, Marketing, Biofeedback, Eye Movements
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Yanyan Sun; Zhenping Yan – Educational Technology Research and Development, 2025
This study explores factors that influence teachers' technology adoption in technology-rich classrooms and how they interact by integrating task technology fit into the Technology Acceptance Model (TAM). A proposed model was tested via 343 survey responses from Grade 1-12 teachers using structural equation modeling. The results indicated…
Descriptors: Technology Integration, Technology Uses in Education, Elementary School Teachers, Secondary School Teachers
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Tai Ming Wut; Elaine Ah-heung Chan; Helen Shun-mun Wong; Jason K. Y. Chan – Education & Training, 2025
Purpose: Artificial intelligence (AI) has been used in the workplace for years. There are compulsory or elective AI courses in some universities for students to enroll in. With the wide adoption of AI in many industries now, employers also expect students to make good use of AI to enhance their work productivity and efficiency. Hence, the purpose…
Descriptors: Artificial Intelligence, Computer Literacy, Employment Potential, College Students
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Bin Hu; Kairong Li; Yingyi Zhang – SAGE Open, 2025
With the rapid development of information technology, telecommunication network fraud poses a serious threat to college students. Urgent action is needed to enhance their awareness of fraud prevention through effective educational methods. This study constructed a behavioral willingness model to use an anti-fraud educational game among university…
Descriptors: Deception, Telecommunications, College Students, Gamification
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Hyun-Bin Hwang – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2025
App-based language learning has gained attention for its potential to promote L2 learning beyond the classroom. However, few learners use L2 learning apps long enough to fully benefit from this learning method. Using the unified theory of acceptance and use of technology, I explored the acceptance and use of a commercially available language…
Descriptors: Computer Oriented Programs, Computer Uses in Education, Second Language Learning, Independent Study
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Mohamad Iyad Al-Khiami; Martin Jaeger; Sayed Mohamad Soleimani; Abdulhadi Kazem – Journal of Computer Assisted Learning, 2024
Background Study: The research discusses the need for a paradigm shift in engineering education current practices to accommodate the digital native students. The paper emphasizes the importance of integrating disruptive technologies, namely Virtual Reality (VR) through Head Mounted Displays VR (HMD VR) and Desktop Based VR (DB VR) and comparing it…
Descriptors: Undergraduate Students, Engineering Education, Computer Simulation, Student Motivation
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Chenxi Liu; Yixi Wang; Marvin Evans; Ana-Paula Correia – Education and Information Technologies, 2024
Mobile learning has gained significant recognition for its beneficial effects on learning across various dimensions. Nonetheless, ensuring consistent learner acceptance of mobile learning remains a critical factor to address. This meta-analysis study is the first comprehensive examination of critical antecedents impacting learners' perceived…
Descriptors: Handheld Devices, Telecommunications, Electronic Learning, Usability
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Samit Bhattacharya; Ujjwal Biswas; Shubham Damkondwar; Bhupender Yadav – Education and Information Technologies, 2024
Classroom monitoring using information communications technology (ICT) plays a significant role in enhancing teaching-learning in a blended learning environment. Learning analytics (LA) is such a popular classroom monitoring tool. LA helps teachers to the collection, interpretation, and analysis of students performance data generated during…
Descriptors: Information Technology, Learning Analytics, Blended Learning, Classroom Techniques
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Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
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Shinya Ito; Emi Furukawa – American Journal of Health Education, 2024
Background: The medical information about anemia prevention produced by health-care professionals is difficult to understand because of its complicated terminology. Purpose: To evaluate quantitatively for the first time the clarity of existing online information about anemia prevention in Japanese. Methods: On January 20, 2023, we used the keyword…
Descriptors: Diseases, Japanese, Web Browsers, Comprehension
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Tian Luo; Pauline S. Muljana; Xinyue Ren; Dara Young – Educational Technology Research and Development, 2025
The emergence of generative artificial intelligence (GenAI) has caused significant disruptions on a global scale in various workplace settings, including the field of instructional design (ID). Given the paucity of research investigating the impact of GenAI on ID work, we conducted a mixed methods study to understand instructional designers (IDs)'…
Descriptors: Artificial Intelligence, Familiarity, Instructional Design, Brainstorming
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Mengke Wang; Taotao Long; Na Li; Yawen Shi; Zengzhao Chen – Education and Information Technologies, 2025
Feedback plays an indispensable role in pre-service teachers' microteaching practice. It provides essential information about their microteaching performance, which is of great significance in their reflection and improvement. As AI and teaching analytics advance, feedback is no longer exclusively human-generated. AI technologies are increasingly…
Descriptors: Feedback (Response), Preservice Teachers, Microteaching, Reflection
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Tricia Corrin; Paul Cairney; Eric B. Kennedy – Evidence & Policy: A Journal of Research, Debate and Practice, 2025
Background: COVID-19 accentuated an evergreen dilemma in evidence-informed policy making--the imperative to synthesise the best available evidence with limited time to produce high quality synthesis. The pandemic prompted the adaptation of evidence synthesis practices to match the urgency of the crisis, and heightened demand by policy makers,…
Descriptors: Evidence, Synthesis, COVID-19, Pandemics
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Jesús J. Cambra-Fierro; María Fuentes Blasco; María-Eugenia Eugenia López-Pérez; Andreea Trifu – Education and Information Technologies, 2025
Rapid technological advancements of recent decades have fueled, among other aspects, a global boom in the utilization of artificial intelligence (AI) tools across a variety of areas. Higher education, like other domains, has embraced these innovations, with ChatGPT emerging as one of the latest additions. Faculty perception, ability, and…
Descriptors: Educational Technology, Artificial Intelligence, College Faculty, Teacher Attitudes
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