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Charles Buabeng-Andoh – Discover Education, 2025
This study investigated student-teachers' continuous intention to use mobile learning management system. The sample size of the participants was two hundred and sixty-one. The participants responded to online survey questionnaires consisting of items from the combination of both technology acceptance and the expectation confirmatory models. To…
Descriptors: Student Teacher Attitudes, Student Teachers, Technology Integration, Handheld Devices
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Yonggang Gao; Lu Gan; Kaiyuan Wang – Education and Information Technologies, 2025
This investigation sought to discern the impacts of different electronic note-taking strategies--collaborative, individual, and a hybrid of both--on the academic writing skills of Chinese EFL graduate students. The study engaged 185 participants, systematically assigned to one of four groups: those practicing collaborative electronic note-taking,…
Descriptors: Notetaking, Computer Uses in Education, Collaborative Writing, Writing Skills
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Nesrin Isikoglu; Kadriye Selin Budak; Müzeyyen Guzen – Early Childhood Education Journal, 2025
The current study aims to identify changing trends in digital play addiction tendencies among young children and parental guidance strategies before, during, and after the COVID-19 pandemic. In light of the bioecological model of development, it was hypothesized that the pandemic would have a significant impact on the addiction to digital play…
Descriptors: Young Children, Play, Addictive Behavior, Parent Role
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Robert C. Pennington; Monique Pinczynski; Andy Masud; Alicia Saunders; Melissa Stanley – Journal of Special Education Technology, 2025
We used a single case concurrent multiple probe across participants design to evaluate the effects of a multi-component intervention package on the number of correct sentences used when writing about a story for three rural elementary students with intellectual or developmental disabilities and extensive support needs. The package was comprised of…
Descriptors: Rural Schools, Elementary School Students, Writing Instruction, Students with Disabilities
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David W. Jackson; Helen Zhang; Fahd Abdus-Sabur – TechTrends: Linking Research and Practice to Improve Learning, 2025
During young adolescence, many youth develop strong identities in relation to science, technology, engineering and mathematics with computing (STEM + C). One way to design for student engagement in STEM + C is to create project-based units that leverage students' interests. We created one such unit, called the "smart greenhouse project".…
Descriptors: Instructional Design, Computer Uses in Education, STEM Education, Student Projects
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Roberta Di Palma; Simon Beausaert; Dominik Mahr; Jonas Heller; Tim Hilken – Journal of Computer Assisted Learning, 2025
Background: Despite the recognised potential of Virtual Reality (VR) in education, the role of VR in enhancing presentation skills remains uncertain. Mixed findings, coupled with low adoption rates in educational settings, highlight the need to investigate how current VR applications are designed to facilitate effective learning outcomes for…
Descriptors: Computer Simulation, Computer Uses in Education, Public Speaking, Communication Skills
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Aan Nurhasanah; Eko Handoyo; Arif Widiyatmoko; Rusdarti Rusdarti – International Journal on Social and Education Sciences, 2025
This study aims to explore the effectiveness of digital-based learning media innovation in improving students' motivation and learning outcomes in Natural and Social Sciences (IPAS) subjects at elementary school level. The research approach used is qualitative with a case study method on fifth grade students at an elementary school in Indonesia.…
Descriptors: Elementary School Students, Grade 5, Elementary School Science, Student Motivation
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Pranjli Khanna; Kaleb Mathieu; Kole Norberg; Husni Almoubayyed; Stephen E. Fancsali – International Educational Data Mining Society, 2025
Recent research on more comprehensive models of student learning in adaptive math learning software used an indicator of student reading ability to predict students' tendencies to engage in behaviors associated with so-called "gaming the system." Using data from Carnegie Learning's MATHia adaptive learning software, we replicate the…
Descriptors: Computer Software, Computer Uses in Education, Reading Difficulties, Reading Skills
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Hong Sheung Chui; Wai Tin Hui; Samuel Wing Ho Chui – Journal of Teaching and Learning, 2025
This research study examines various factors that influence the effectiveness of online learning and students' interest in applying technology in learning for secondary schools in Hong Kong. Confirmatory Factor Analysis confirmed the questionnaire developed for this study, demonstrating reliability and validity in measuring five factors: family…
Descriptors: Online Courses, Secondary School Students, Student Interests, Technology Uses in Education
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Hongqin Chai; Rui Xue; Hongliang Guo; Wangqian Fu – European Journal of Education, 2025
To explore the mediating effect of basic psychological needs satisfaction and core self-evaluation on the relationship between epidemic stress perception and problematic internet use among Chinese college students. A total of 597 college students were investigated by epidemic stress perception of COVID-19 questionnaire, basic psychological needs…
Descriptors: Foreign Countries, Stress Variables, Computer Use, Internet
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Collin A. Webster; Diana Mîndrila; Anthony D. Murphy; Ivana Banicevic; Dušan Peric; Dragan Stankic; Željko Banicevic – Psychology in the Schools, 2025
Health behavior, mental health, and school satisfaction are associated in school-aged youth. However, most previous research examining such associations does not account for unique groupings of these variables based on person-centered analyses. This study examined student mental health profiles and their association with health behaviors and…
Descriptors: Foreign Countries, International Schools, Elementary School Students, Mental Health
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Hae Sun Jung; Haein Lee; Keon Chul Park – SAGE Open, 2025
This study investigates user experience (UX) priorities in early childhood education applications by analyzing Korean-language user reviews using Bidirectional Encoder Representations from Transformers topic modeling (BERTopic). Eighteen latent topics were extracted and systematically mapped to the eight software quality characteristics defined by…
Descriptors: Early Childhood Education, Computer Uses in Education, Computer Software, Usability
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Janet Mannheimer Zydney; Erin Rumpke; Gi Woong Choi; Lauren Angelone – Instructional Science: An International Journal of the Learning Sciences, 2025
Participation in citizen science enables students to gain authentic research experience through collaboration with expert scientists. The purpose of this exploratory study was to investigate how the interactions between expert scientists and student citizen scientists were mediated through the collaborative investigation and co-creation of…
Descriptors: Citizen Participation, Scientific Research, Scientists, Elementary School Students
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Liqaa Habeb Al-Obaydi; Marcel Pikhart; Md Kamal Hossain – Contemporary Educational Technology, 2025
Chatbots with artificial intelligence (AI) capabilities, such as ChatGPT, are an important tool for language learning because they provide an interactive and adaptive learning environment that can be adjusted to each learner's level of skill. This paper explores the application of ChatGPT, an advanced AI-powered chatbot, as a tool for language…
Descriptors: Artificial Intelligence, Computer Uses in Education, Language Skills, English (Second Language)
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Unyaparn Sinlapaninman; Wannatida Yonwilad – Educational Process: International Journal, 2025
Background/purpose: This study addresses challenges in graduate research supervision by developing and evaluating an AI chatbot research coaching system designed through Design Thinking and Educational Design Research. The research aimed to examine system usability, perceived value, and alignment between user experiences and original design…
Descriptors: Foreign Countries, Graduate Study, Artificial Intelligence, Coaching (Performance)
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