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Ertan Altinsoy; Serkan Boyraz – Brock Education: A Journal of Educational Research and Practice, 2024
This paper examines secondary school students' perceptions of moral values in the digital environments (MVDE) and digital literacy (DL). The study used a quantitative methodology and correlational survey design encompassing 250 participants. Results show that participants' perceptions of DL are mostly high, while their perceptions of MVDE are…
Descriptors: Digital Literacy, Moral Values, Secondary School Students, Student Attitudes
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Michael Lachney; Briana Green; Aman Yadav; Matt Drazin; Madison C. Allen Kuyenga; Andre Harris – Educational Technology Research and Development, 2024
In the United States, culturally responsive computing is a framework that aims to support broadening the participation of racially and linguistically diverse children in computing and technology education through bottom-up interventions that are community-oriented, technology rich, and culturally dynamic. Despite the important role that youth…
Descriptors: Culturally Relevant Education, Computer Uses in Education, Athletics, Computer Science Education
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Amanda M. Rosen; Lisa Kerr – Journal of Political Science Education, 2024
To what extent does educational gaming add value to more traditional instructional models in learning core concepts of national security and warfighting? This paper presents the results from a quasi-experimental, cross-sectional, and longitudinal study of students taking two standardized courses in the Joint Military Operations department at the…
Descriptors: Educational Games, Learning Processes, Student Attitudes, National Security
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Irum Naz; Rodney Robertson – Electronic Journal of e-Learning, 2024
This study explores the feasibility of using AI technology, specifically ChatGPT-3, to provide reliable, meaningful, and personalized feedback. Specifically, the study explores the benefits and limitations of using AI-based feedback in language learning; the pedagogical frameworks that underpin the effective use of AI-based feedback; the…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Feedback (Response)
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Noawanit Songkram; Supattraporn Upapong; Heng-Yu Ku; Narongpon Aulpaijidkul; Sarun Chattunyakit; Nutthakorn Songkram – Interactive Learning Environments, 2024
This research proposes the integration of robotic education and scenario-based learning (SBL) paradigm for teaching computational thinking (CT) to enhance the computational abilities of primary school students, based on digital innovation and a teaching assistant robot acceptance model. The sample group consisted of 532 primary school teachers and…
Descriptors: Foreign Countries, Elementary School Students, Elementary School Teachers, Grade 1
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Angelos Rodafinos; Vassilis Barkoukis; Katerina Tzafilkou; Despoina Ourda; Anastasios A. Economides; Maria Perifanou – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to examine the influence of digital competences, technology acceptance, and individual factors (gender and educational level) on academic achievement in Physical Education and Sports Science (PESS). Background: Prior research has established a positive correlation between digital competences and performance, but the…
Descriptors: Technological Literacy, Academic Achievement, Physical Education, Athletics
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Özge Pinarcik Sakaryali; Nur Banu Yigit – International Journal of Modern Education Studies, 2024
This study explores the relationship between social media addiction, mental wellbeing, and emotional states among Early Childhood Education (ECE) candidates. Utilizing a sample of 330 ECE students from Düzce University and Alanya Alaaddin Keykubat University, the research employed the Social Media Addiction Scale-Adult Form, Positive and Negative…
Descriptors: Foreign Countries, Social Media, Addictive Behavior, Mental Health
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Nathan R. Prestopnik – International Journal of Designs for Learning, 2024
"Ghosts of the Argonne" is an interactive virtual reality (VR) recreation of the World War 1 (WW1) M1897 "French 75" field artillery gun, intended to teach learners about WW1 and its impact on the world, the role of artillery and artillerymen in this war, and the stories of real soldiers who served. The "Ghosts of the…
Descriptors: College Faculty, College Students, Computer Simulation, History Instruction
Cleon M. McLean – ProQuest LLC, 2024
This non-consecutive, three-year qualitative study explored the testing experiences of high school juniors who used Chromebooks to take their Smarter Balanced Standardized Assessments (SBAC) in English Language Arts and Mathematics. The study began in 2015, the first year in which SBAC was administered to students across California and other…
Descriptors: Student Attitudes, Computer Assisted Testing, Standardized Tests, Student Evaluation
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Emma García; M. Najeeb Shafiq – Prospects, 2024
Recent research from high-income countries and dated research from middle-income countries suggest that home computers and Internet (HCI) may cause more harm than good on students' academic and psychological outcomes. We consider the Program for International Student Assessment 2018 data for 15-year-old students in five middle-income countries…
Descriptors: Foreign Countries, Secondary School Students, International Assessment, Achievement Tests
Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys
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Jörgen Ingemar Stenlund; Lena Anna Elisabet Tibell; Konrad Janek Schönborn – Journal of Biological Education, 2024
Despite the importance of emotions in science education, research?on affect remains sparse. A promising direction is to explore the role of immersive visualisation in evoking affective responses. We investigate whether touch-based zooming interaction with a tabletop visualisation of the tree of life evokes various affective responses,…
Descriptors: Foreign Countries, Secondary School Students, Evolution, Science Instruction
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Atasever, Askay Nur; Çelik, Levent; Eroglu, Yüksel – Participatory Educational Research, 2023
In this study, the mediating role of digital addiction in the relationship between academic motivation and life satisfaction was examined. The present study was quantitative in nature and correlational design was used. The data were collected through Google Forms. 191 university students selected by convenience sampling method participated in the…
Descriptors: College Students, Handheld Devices, Computer Games, Learning Motivation
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Okoye, Kingsley; Hussein, Haruna; Arrona-Palacios, Arturo; Quintero, Héctor Nahún; Ortega, Luis Omar Peña; Sanchez, Angela Lopez; Ortiz, Elena Arias; Escamilla, Jose; Hosseini, Samira – Education and Information Technologies, 2023
Digital technology and literacy can heighten the transformation of teaching and learning in higher education institutions (HEIs). This study uncovers the extent to which "digital technologies" have been used to advance the teaching and learning process in HEIs, and the barriers and bottlenecks to why it may not have been effectively…
Descriptors: Educational Technology, Technology Uses in Education, Digital Literacy, Higher Education
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Akgül, Gülendam – International Journal of School & Educational Psychology, 2023
The Routine Activity Theory proposes that the presence of a suitable target and a motivated offender in the absence of capable guardianship predict criminal behaviors. Prior research has utilized the theory to explain varied cyber victimization in different western and eastern cultures. The purpose of this study is to test the effects of…
Descriptors: Foreign Countries, Bullying, Computer Mediated Communication, Victims
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