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Shakur, Asif; Schwartz, Joseph – Physics Teacher, 2021
The new normal imposed on us by the COVID-19 pandemic restricted the traditional ways we would teach high school students who are eager to participate in introductory astronomy projects on our university campus. This turned out to be a blessing in disguise as we were forced to come up with creative ways to get around this obstacle. The outcome is…
Descriptors: Teaching Methods, High School Students, Astronomy, Science Instruction
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Litster, Kristy; Lommatsch, Christina W.; Novak, Joshua R.; Moyer-Packenham, Patricia S.; Harmon, M. Jill; Roxburgh, Allison L.; Bullock, Emma P. – International Journal of Science and Mathematics Education, 2021
This study explored associations among children's prior attitudes, prior mathematics knowledge, and frequency of digital game use, with children's perceptions of game affordances, and transfer to out-of-game performance when interacting with digital math games, with respect to gender. Participants were 187 children (ages 8-12). An SEM mediation…
Descriptors: Gender Differences, Pretests Posttests, Computer Games, Student Attitudes
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Kucirkova, Natalia; Toda, Yuichi; Flewitt, Rosie – Technology, Knowledge and Learning, 2021
Many smart technologies offer personalized experiences, such as the possibility for children to record their voice, add their own pictures or drawings to digital stories, customize their avatars or adjust display settings to their needs. This study examined the views of teachers and digital software designers on children's use of smart…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Teacher Attitudes
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Luo, Zhanni; Brown, Cheryl; O'Steen, Billy – Education and Information Technologies, 2021
Gamified learning tools refer to the websites, software or mobile applications that use game design elements for educational purposes. Though theoretically promising in engaging leaners, gamified learning tools were not widely accepted in practice. This paper seeks to better understand what encourages and constrains teachers' use of gamified…
Descriptors: Intention, Teacher Attitudes, Secondary School Teachers, Game Based Learning
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Božic, Radoslav; Takaci, Ðurdica; Stankov, Gordana – Interactive Learning Environments, 2021
The authors described the influence of the GeoGebra based environment on students' achievements in the field of functions with parameters, during collaborative learning. Functions with parameters are important because of their application in science. Students had to choose different values for parameters and to examine the properties of the…
Descriptors: Computer Software, Mathematics Instruction, Mathematics Achievement, Calculus
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Yurtseven Avci, Zeynep; Osman, Rasha – Educational Studies, 2021
The research literature identifies the limitations of pre-service teacher training in the evaluation and assessment of educational software for classroom use. This study investigated the enhancement of IT pre-service teacher training in educational software evaluation through the incorporation of software evaluation techniques from the software…
Descriptors: Foreign Countries, Preservice Teacher Education, Computer Software, Educational Technology
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Panagiotis, Gkrilias; Stefanos, Armakolas; Irida, Grigoropoulou; Anastasia, Griva – Research on Education and Media, 2021
Recently, cases of plagiarism in education have been on the rise with the underlying causes of their appearance being numerous. Due to the large extent of this phenomenon, specialised software has been developed and is available for users to check the presence or absence of plagiarism. The purpose of this paper is to study cases of plagiarism in…
Descriptors: Computer Software, Plagiarism, Journal Articles, Technology Uses in Education
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Williamson, Kimberly; Kizilcec, René F. – International Educational Data Mining Society, 2021
Knowledge tracing algorithms such as Bayesian Knowledge Tracing (BKT) can provide students and teachers with helpful information about their progress towards learning objectives. Despite the popularity of BKT in the research community, the algorithm is not widely adopted in educational practice. This may be due to skepticism from users and…
Descriptors: Bayesian Statistics, Learning Processes, Computer Software, Learning Analytics
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Xiaxia Cao; Yao Zhao; Xiang Li – Education and Information Technologies, 2024
Various studies have been conducted on applying intelligent recognition technology, especially speech recognition technology to improve English learning ability, mostly listening and speaking. However, few studies have touched on how image-to-text recognition technology can be used for writing. The present research was conducted to fill this gap…
Descriptors: Captions, Second Language Learning, Second Language Instruction, Teaching Methods
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Peichin Chang; Pin-Ju Chen; Li-Ling Lai – Computer Assisted Language Learning, 2024
Machine Translation (MT) tools have advanced to a level of reliability such that it is now opportune to consider their place in language teaching and learning. Given their potential, the current study sought to engage EFL university sophomores in recursive editing afforded by Google Translate (GT) for one semester, and investigated (1) whether the…
Descriptors: Editing, Computer Software, Artificial Intelligence, Translation
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Ali Al Ghaithi; Behnam Behforouz – Journal of Educators Online, 2024
The current study attempted to measure the impact of using an interactive WhatsApp bot designed using Python language programming in grammar learning. To this end, sixty Omani pre-intermediate English proficiency learners were the sample population of this study to act as a control and experimental group, with an equal number of students in each…
Descriptors: Grammar, Programming Languages, English (Second Language), Second Language Learning
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Marja Gabrielle Bertrand; Hatice Beyza Sezer; Immaculate Kizito Namukasa – Digital Experiences in Mathematics Education, 2024
Augmented reality (AR) and virtual reality (VR) have been noted to enhance student learning by supporting spatial reasoning and visualization, long-term memory, engagement, and increased motivation. The researchers situated the exploration of these tools for learning within the culturally responsive pedagogy (CRP) in mathematics education. The…
Descriptors: Computer Simulation, Technology Uses in Education, Mathematics Instruction, Culturally Relevant Education
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Jo-Chi Hsiao; Jason S. Chang – Interactive Learning Environments, 2024
During the COVID-19 pandemic, global teachers gained extensive experiences with teaching online courses. To design quality online courses in the post-pandemic era, the impact of the latest technology, such as artificial intelligence (AI), must be considered. Investigating how teachers incorporate AI-powered tools and how students perceive learning…
Descriptors: Artificial Intelligence, Technology Uses in Education, Electronic Learning, English (Second Language)
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Abdellatif Sellami; Malavika E. Santhosh; Jolly Bhadra; Zubair Ahmad – On the Horizon, 2024
Purpose: This exploratory research intends to comprehend the perspectives of high school teachers toward incorporating technology in instruction. Design/methodology/approach: Drawing upon Davis's technology acceptance model as a theoretical framework, this study examines several aspects, including teachers' access to and ease of using technology,…
Descriptors: High School Teachers, Teacher Attitudes, Technology Integration, Technology Uses in Education
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Afsheen Rezai; Ali Soyoof; Barry Lee Reynolds – European Journal of Education, 2024
Artificial Intelligence (AI)-driven chatbots, such as ChatGPT, have significantly impacted education, especially for English as a Foreign Language (EFL) learners. However, there is paucity of empirical evidence concerning the role of chatbots in psycho-emotional constructs like well-being and emotion regulation. It is important to address this…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, English (Second Language)
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