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Seokmin Kang; Chun-Hao Chang; Sungyeun Kim – Educational Technology & Society, 2025
Virtual tools are rapidly supplementing physical tools in classrooms. Although extensive research has compared the benefits of using virtual and physical manipulatives, few studies have systematically explored the learning benefits of using a physical and a virtual tool. As the major learning goal in science, technology, engineering, and…
Descriptors: Educational Technology, Technology Uses in Education, Manipulative Materials, STEM Education
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Jinhe Zhang – European Journal of Education, 2025
This study explores how well DAW software works for students' 'Academic Singing' training in raising their motivation and academic performance. The practical portion included a case study based on the BandLab DAW system, including its educational analysis. A five-month experiment was conducted with 150 s-year [Harbin Normal University]…
Descriptors: Music Education, Singing, Computer Software, Student Motivation
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Lars Geschwind; Hampus Östh Gustafsson – Higher Education: The International Journal of Higher Education Research, 2025
This article analyses how the future has been discussed in Swedish higher education and research policy, providing an overview of public inquiries during the period 1970-2020. Expanding on the conceptual framework of German historian Reinhart Koselleck, the article approaches discourses on the future through the analytical lens of sociology of…
Descriptors: European History, Educational History, Higher Education, Research and Development
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Yanping Geng; Reem Alshahrani; Hana Mohammed Mujlid – European Journal of Education, 2025
The Fuzzy Analytic Hierarchy Process (FAHP) was employed to evaluate and rank language-learning applications based on criteria such as engagement, interactivity, feedback, content quality and usability. A pairwise comparison matrix was constructed, fuzzy logic was applied to convert qualitative judgements into numerical values, and these values…
Descriptors: Second Language Learning, Social Media, Handheld Devices, Computer Software
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Yao Wang; Yiting Zhao; Xin Tian; Jiachen Yang; Shijian Luo – International Journal of Technology and Design Education, 2025
This study aims to examine design students' intention towards using Artificial Intelligence-aided Design Tools (AIDTs). An extended model is developed by combining the affective-cognitive consistency theory with the Unified Theory of Acceptance and Use of Technology (UTAUT). Data are collected through online comments from Chinese streaming media…
Descriptors: Foreign Countries, Design, Student Attitudes, Intention
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Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
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Reza Gholami; Sima Salahshour – International Journal of Education and Literacy Studies, 2025
With its constant advancements, technology has altered teaching and learning in certain ways in the modern era. One of the most widely used technology-based teaching strategies that has been overly popular in recent years is the use of digital media in English language training. Yet, anxiety is one of many emotional states that are significantly…
Descriptors: Educational Technology, Technology Uses in Education, English (Second Language), Second Language Learning
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Sitthisak Champadaeng; Sun Yijia – International Journal of Education and Literacy Studies, 2025
The objectives of this study were to (i) examine the studies about history of development and the archaeological site of the ancient city of Xingcheng, and (ii) investigate students' learning of history of the archaeological site of Xingcheng using knowledge transfer via digital media. The data were collected from surveys, interviews,…
Descriptors: Foreign Countries, Asian History, History Instruction, Historic Sites
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Kamal Moundy; Nadia Chafiq; Mohammed Talbi – Journal of Educators Online, 2025
For students in the digital era, the development of digital soft skills is necessary for them to face the new situations of digital transformation and evolution. Thus, it is important to develop and hybridize students' skills through educational technologies and active pedagogical methods, so they can improve their academic performance. The aim of…
Descriptors: Foreign Countries, Secondary School Students, Digital Literacy, Electronic Books
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Brian Shambare; Thuthukile Jita – International Journal of Virtual and Personal Learning Environments, 2025
In many Global South countries, including South Africa, the adoption of Virtual Lab (VL) remains largely conceptual. This paper emphasizes the necessity of understanding teachers' perceptions of VL before implementation to mitigate risks of abandonment or underutilization post deployment. Guided by the Technology Acceptance Model (Davis, 1989),…
Descriptors: Foreign Countries, Science Education, Educational Technology, Computer Simulation
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Tom Neuschafer – Journal of Educators Online, 2025
Online instructors have identified several issues that must be addressed to facilitate better online learning experiences, including authentic experiential education, building community, technology for remote learning, and supporting learners. Online forums are often used by users to express their frustrations, feelings, jokes, and even…
Descriptors: Computer Mediated Communication, Second Language Learning, Handheld Devices, Educational Technology
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Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
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Xieling Chen; Di Zou; Haoran Xie; Gary Cheng; Zongxi Li; Fu Lee Wang – International Review of Research in Open and Distributed Learning, 2025
Massive open online courses (MOOCs) offer rich opportunities to comprehend learners' learning experiences by examining their self-generated course evaluation content. This study investigated the effectiveness of fine-tuned BERT models for the automated classification of topics in online course reviews and explored the variations of these topics…
Descriptors: MOOCs, Distance Education, Online Courses, Course Evaluation
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Sevil Hanbay-Tiryaki; Fatih Balaman – International Journal of Contemporary Educational Research, 2025
This study aims to explore Web 3.0 technology, a transformative internet evolution that has just begun impacting our lives and is expected to play a pivotal role in shaping the future, alongside the Metaverse and its potential applications in education. Through insights gathered from five field experts via semi-structured interviews, this study…
Descriptors: Web 2.0 Technologies, Technology Uses in Education, Educational Technology, Computer Simulation
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Ziya Görkem Celasun; Senem Üstün Kaya – Turkish Online Journal of Educational Technology - TOJET, 2025
Gamification has emerged as a transformative approach in education, integrating game elements such as points, badges, leaderboards, and progress bars with traditional learning to enhance engagement and improve learning outcomes. By leveraging psychological principles of motivation, gamification fosters participation and persistence, making it a…
Descriptors: Gamification, Cognitive Processes, Anxiety, Self Esteem
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