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Robert-Mihai Botarleanu; Micah Watanabe; Mihai Dascalu; Scott A. Crossley; Danielle S. McNamara – International Journal of Artificial Intelligence in Education, 2024
Age of Acquisition (AoA) scores approximate the age at which a language speaker fully understands a word's semantic meaning and represent a quantitative measure of the relative difficulty of words in a language. AoA word lists exist across various languages, with English having the most complete lists that capture the largest percentage of the…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
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Osama Koraishi – Language Teaching Research Quarterly, 2024
This study conducts a comprehensive quantitative evaluation of OpenAI's language model, ChatGPT 4, for grading Task 2 writing of the IELTS exam. The objective is to assess the alignment between ChatGPT's grading and that of official human raters. The analysis encompassed a multifaceted approach, including a comparison of means and reliability…
Descriptors: Second Language Learning, English (Second Language), Language Tests, Artificial Intelligence
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Xiaojing Weng; Qi Xia; Mingyue Gu; Kumaran Rajaram; Thomas K. F. Chiu – Australasian Journal of Educational Technology, 2024
Generative artificial intelligence (GenAI) impacts higher education assessment and learning outcomes, which are closely related and intertwined. Literature suggests that educators and researchers have many varied concerns regarding student assessment in the higher education GenAI context, such as how to assess students' learning and the new…
Descriptors: Evaluation Methods, Outcomes of Education, Artificial Intelligence, Natural Language Processing
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Imre Bende – Acta Didactica Napocensia, 2024
The continuous development of artificial intelligence-based tools makes their emergence inevitable in education as well as other fields of life. This article presents findings of a mixed method study aimed at investigating the current perceptions and potential applications of AI in Hungarian educational settings. Through interviews with high…
Descriptors: Readiness, Artificial Intelligence, Technology Uses in Education, Foreign Countries
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Crossley, Scott A.; Skalicky, Stephen; Dascalu, Mihai – Journal of Research in Reading, 2019
Background: Advances in natural language processing (NLP) and computational linguistics have facilitated major improvements on traditional readability formulas that aim at predicting the overall difficulty of a text. Recent studies have identified several types of linguistic features that are theoretically motivated and predictive of human…
Descriptors: Natural Language Processing, Readability, Reading Comprehension, Reading Rate
Panaite, Marilena; Ruseti, Stefan; Dascalu, Mihai; Balyan, Renu; McNamara, Danielle S.; Trausan-Matu, Stefan – Grantee Submission, 2019
Intelligence Tutoring Systems (ITSs) focus on promoting knowledge acquisition, while providing relevant feedback during students' practice. Self-explanation practice is an effective method used to help students understand complex texts by leveraging comprehension. Our aim is to introduce a deep learning neural model for automatically scoring…
Descriptors: Computer Assisted Testing, Scoring, Intelligent Tutoring Systems, Natural Language Processing
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Baral, Sami; Botelho, Anthony; Santhanam, Abhishek; Gurung, Ashish; Cheng, Li; Heffernan, Neil – International Educational Data Mining Society, 2023
Teachers often rely on the use of a range of open-ended problems to assess students' understanding of mathematical concepts. Beyond traditional conceptions of student open-ended work, commonly in the form of textual short-answer or essay responses, the use of figures, tables, number lines, graphs, and pictographs are other examples of open-ended…
Descriptors: Mathematics Instruction, Mathematical Concepts, Problem Solving, Test Format
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Phung, Tung; Cambronero, José; Gulwani, Sumit; Kohn, Tobias; Majumdarm, Rupak; Singla, Adish; Soares, Gustavo – International Educational Data Mining Society, 2023
Large language models (LLMs), such as Codex, hold great promise in enhancing programming education by automatically generating feedback for students. We investigate using LLMs to generate feedback for fixing syntax errors in Python programs, a key scenario in introductory programming. More concretely, given a student's buggy program, our goal is…
Descriptors: Computational Linguistics, Feedback (Response), Programming, Computer Science Education
Zachary Himmelsbach; Heather C. Hill; Jing Liu; Dorottya Demszky – Annenberg Institute for School Reform at Brown University, 2023
This study provides the first large-scale quantitative exploration of mathematical language use in U.S. classrooms. Our approach employs natural language processing techniques to describe variation in the use of mathematical language in 1,657 fourth and fifth grade lessons by teachers and students in 317 classrooms in four districts over three…
Descriptors: Mathematics Education, Mathematics Instruction, Teaching Methods, Elementary School Mathematics
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Prapasiri Klayklung; Piyawatjana Chocksathaporn; Pongsakorn Limna; Tanpat Kraiwanit; Kris Jangjarat – Online Submission, 2023
The development of conversational artificial intelligence (AI) has brought about new opportunities for improving the learning experience in education. ChatGPT, a large language model trained on a vast corpus of text, has the potential to revolutionize education by enhancing learning through personalized and interactive conversations. This paper…
Descriptors: Artificial Intelligence, Interaction, Foreign Countries, Technology Integration
Ying Fang; Tong Li; Linh Huynh; Katerina Christhilf; Rod D. Roscoe; Danielle S. McNamara – Grantee Submission, 2023
Literacy assessment is essential for effective literacy instruction and training. However, traditional paper-based literacy assessments are typically decontextualized and may cause stress and anxiety for test takers. In contrast, serious games and game environments allow for the assessment of literacy in more authentic and engaging ways, which has…
Descriptors: Literacy, Student Evaluation, Educational Games, Literacy Education
Yao Du – ProQuest LLC, 2020
With the increased adoption and use of smart home speakers in households, many young children have learned to use listening and speaking to interact with the voice assistants (VAs) for a variety of daily activities (e.g., asking questions, listening to music). Despite the proliferation of VAs, due to the technical limitations such as automatic…
Descriptors: Interaction, Young Children, Artificial Intelligence, Educational Opportunities
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Wang, Hengli; Lu, Qiuyun – SAGE Open, 2022
University mottos have been demonstrated to convey educational philosophies, but few studies have investigated the educational philosophies reflected by university mottos from countries along the "One Belt, One Road" (OBOR) route, with applying the analytical approaches like text mining and natural language processing (NLP). This present…
Descriptors: Foreign Countries, Educational Philosophy, Universities, Marketing
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Kahn, Ken; Winters, Niall – British Journal of Educational Technology, 2021
Constructionism, long before it had a name, was intimately tied to the field of Artificial Intelligence. Soon after the birth of Logo at BBN, Seymour Papert set up the Logo Group as part of the MIT AI Lab. Logo was based upon Lisp, the first prominent AI programming language. Many early Logo activities involved natural language processing,…
Descriptors: Artificial Intelligence, Man Machine Systems, Programming Languages, Programming
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Geden, Michael; Emerson, Andrew; Carpenter, Dan; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Journal of Artificial Intelligence in Education, 2021
Game-based learning environments are designed to provide effective and engaging learning experiences for students. Predictive student models use trace data extracted from students' in-game learning behaviors to unobtrusively generate early assessments of student knowledge and skills, equipping game-based learning environments with the capacity to…
Descriptors: Game Based Learning, Middle School Students, Microbiology, Secondary School Science
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