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Cho, Njichop Richard – ProQuest LLC, 2023
As higher education institutions go online to reap the benefits of technology and align their programs with a world economy that is increasingly becoming digital, the multimedia learning theory warns of possible challenges. Large device screens have been used to present related information elements of a learning task simultaneously to facilitate…
Descriptors: Online Courses, Educational Technology, Handheld Devices, Computer System Design
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Nason, Erica E.; Wang, Kaipeng; Ausbrooks, Angela R. – Journal of Social Work Education, 2023
This article introduces an open-source software package--R for Qualitative Data Analysis (RQDA). RQDA is an R package for analysis of text-formatted data, which is compatible across operating platforms. It is user-friendly and seamlessly integrates with R, which makes it possible to conduct statistical analyses on qualitative coding. Alternative…
Descriptors: Statistical Analysis, Computer Software, Open Source Technology, Usability
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Marsden, Emma; Morgan-Short, Kara – Language Learning, 2023
Open research practices are relevant to all stages of research, from conceptualization through dissemination. Here, we discuss key facets of open research, highlighting its rationales, infrastructures, behaviors, and challenges. Part I conceptualizes open research and its rationales. Part II identifies challenges such as the speed and cost of open…
Descriptors: Second Language Learning, Second Language Instruction, Research Methodology, Barriers
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Natalie V. Hudson-Smith; Wilanyi Alvarez-Reyes; Xiaoxiao Yao; Jiayi He; Rebeca Sarahi Rodriguez; Stephanie Mitchell; Mahmoud Matar Abed; Eleni Spanolios; Miriam O. P. Krause; Christy L. Haynes – Journal of Chemical Education, 2023
Video games and immersive, narrative experiences are often called upon to help students understand difficult scientific concepts, such as sense of scale. However, the development of educational video games requires expertise and, frequently, a sizable budget. Here, we report on the use of an interactive text-style video game, NanoAdventure, to…
Descriptors: Educational Games, Video Games, Chemistry, Science Education
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Sandra M. Chafouleas; Dakota W. Cintron; D. Betsy McCoach; Amy M. Briesch; Jennifer N. Dineen; Taylor A. Koriakin – Leadership and Policy in Schools, 2024
We explored factors associated with school approaches to identify and support student social, emotional, and behavioral needs. Hypothesized mediators of the relationship between district demographic characteristics and district academic and behavioral outcomes included district administrator perceptions of problems; use of a universal behavioral…
Descriptors: Administrator Attitudes, Psychological Needs, Usability, Institutional Characteristics
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Miftachul Huda – Higher Education, Skills and Work-based Learning, 2024
Purpose: The massive expansion of digital platform has been responsible for the widespread progressive engagement created amongst learners and educators. The practice of requiring student feedback on online learning services ensures that teacher education continues to advance its strategic approach to online learning. This paper aims to examine…
Descriptors: Foreign Countries, College Students, Accessibility (for Disabled), Access to Computers
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Diego Boerchi; Stefano Cacciamani; Maria Beatrice Ligorio – Technology, Knowledge and Learning, 2024
This study aimed to investigate whether students' Distance Education (DE) acceptance is influenced by the same factors affecting the acceptance of new digital technology. Furthermore, we also study competencies and motivations as factors affecting DE's acceptance. The study was cross-sectional, and linear regressions tested the hypotheses. 165…
Descriptors: Foreign Countries, Psychology, College Students, Bachelors Degrees
Emily Ann Hagan – ProQuest LLC, 2024
The purpose of this qualitative descriptive design study was to describe rural teachers' use of technology and their perceptions of the usefulness and ease of use of technology in the classroom. The phenomenon explored was teachers' use, perceived usefulness and perceived ease of use of classroom technology. To address this problem, the researcher…
Descriptors: Rural Education, Teacher Attitudes, Educational Technology, User Satisfaction (Information)
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Hugo Heredia-Ponce; Manuel Francisco Romero-Oliva; Ester Trigo-Ibáñez – Journal of Technology and Science Education, 2024
The use of smart mobile devices and the integration of social networks into the educational setting is a reality that has been widely studied by the research community. Their integration into the educational environment has increased following the declaration of the COVID-19 pandemic. In light of the need to explore the conceptions of future…
Descriptors: Digital Literacy, Technology Uses in Education, Handheld Devices, Social Media
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Mohammed Abdullatif Almulla – International Journal of Information and Communication Technology Education, 2024
Mobile learning (M-learning) has become a crucial tool for both students and educators. The unified theory of acceptance and use of technology (UTAUT), the technology acceptance model (TAM), and outside factors were all included in this study's integrative review approach to examine the variables affecting university students' intention to use…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Undergraduate Students
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Aadi Swadipto Mondal; Yuang Zhu; Kaushal Kumar Bhagat; Nasser Giacaman – Interactive Learning Environments, 2024
The aim of this study is to investigate the public opinion (i.e., the learners themselves) of apps incorporating emerging technologies Augmented Reality (AR) and Virtual Reality (VR) and find out how satisfied mobile platform users are with these technologies for educational purposes. We performed sentiment analysis of more than one million…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
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Ning Zou; Qing Gong; Xiaolin Li; Zihan Zhao; Chunlei Chai – Creativity Research Journal, 2024
This study investigates the design method of integrating design resources and design materials with an explanation of the foundations of cultural psychology. It focuses on the integration of design resources and design materials in product creative design. This article outlines the design process of integrating design resources and design…
Descriptors: Design, Cultural Influences, Psychological Characteristics, Creativity
Gloria A. Quisido – ProQuest LLC, 2024
Technology has become an integral part of the teaching and learning process in the current educational landscape, revolutionizing students' learning experiences in alternative and traditional educational settings. However, despite having access to various tech tools that support student learning, an achievement gap still exists, and many students…
Descriptors: Educational Technology, Technology Uses in Education, Teacher Attitudes, Science Teachers
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Gwen Weeldenburg; Menno Slingerland; Lars B. Borghouts; Len Kromkamp; Bart van Dijk; Eva van der Born; Steven Vos – Educational Technology Research and Development, 2024
Given the complexity of teaching, continuing teacher professional development (CPD) is essential for maintaining and enhancing teaching effectiveness, and bridging the gap between ever-evolving theory and practice. Technological advancements have opened new opportunities for digital tools to support CPD. However, the successful integration of such…
Descriptors: Faculty Development, Physical Education, Usability, Rating Scales
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Ruby S. Chanda; Vanishree Pabalkar; Sarika Sharma – Journal of Applied Research in Higher Education, 2024
Purpose: This study aims to understand and analyze the aspects influencing students' attitudes and behavior toward the use of metaverse in education. The metaverse is currently viewed as technology with immense prospects. However, the practice of the metaverse for educational motives is rarely deliberated. Design/methodology/approach: To assess…
Descriptors: Undergraduate Students, Graduate Students, Artificial Intelligence, Computer Simulation
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