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Nasser M. Alshahrani – ProQuest LLC, 2024
The purpose of this study was to determine the perceptions of school leaders in Bisha about digital communication in the Saudi education system. The purpose of the current study was also to identify the attitudes of school leaders towards digital communication in terms of factors affecting the acceptance and use of digital communication in the…
Descriptors: Foreign Countries, Computer Mediated Communication, School Administration, Instructional Leadership
Heather Marie Wood – ProQuest LLC, 2024
This qualitative research used the tenants of phenomenological research to structure a study that begins to identify faculty coordinator's decision processes in selecting a general education mathematics course. In this study, I examined the question if a faculty member's experiences or beliefs had any influence on the decision process. The…
Descriptors: Coordinators, Decision Making, Beliefs, Humanities
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Ashley D. Domínguez – Ethnography and Education, 2024
The purpose of this paper is to provide insight into the challenges and possibilities of compiling, co-constructing, and composing ethnodrama with young people via virtual workspaces. The following ethnodramatic vignettes are constructed from the stories of six Latina/x artivist-researchers in an intergenerational theatre troupe, Estrella Theatre…
Descriptors: Hispanic Americans, Adolescents, Young Adults, Theater Arts
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Steven Kim; Stephanie Lara-Sotelo; Eric Martin – Measurement in Physical Education and Exercise Science, 2024
A number of familiarization trials are needed for reliable measurement, particularly for inexperienced subjects. Researchers have studied and developed familiarization protocols that vary by exercise and study population. The pace of familiarization and fatigue may be an individual-level characteristic, so a population-level protocol may not fit…
Descriptors: Familiarity, Physical Education, Fatigue (Biology), Reliability
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Anne Karhapää; Pauliina Rikala; Johanna Pöysä-Tarhonen; Raija Hämäläinen – Journal of Workplace Learning, 2024
Purpose: The purpose of this study is to explore how digital technologies at work serve as environments for informal workplace learning in knowledge work. Design/methodology/approach: Digital ethnography was used to investigate the digital environments of one public sector workplace. The data included observations, interviews and participant…
Descriptors: Informal Education, Workplace Learning, Public Sector, Information Technology
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Galina Shulgina; Jamie Costley; Irina Shcheglova; Han Zhang; Natalya Sedova – Smart Learning Environments, 2024
While peer-editing is considered an important part of developing students' academic writing, questions remain about how different types of peer-editing affect subsequent student performance. The present study looked at a group of university students (N = 149) engaged in peer editing of one another's essays in an online security studies course. The…
Descriptors: Peer Evaluation, Writing Evaluation, Editing, Feedback (Response)
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Maeghan E. James; John Cairney; Nikoleta Odorico; Tracia Finlay-Watson; Kelly P. Arbour-Nicitopoulos – Journal of Motor Learning and Development, 2024
This study aimed to develop and evaluate the acceptability and feasibility of a web-based platform for parents to support preschoolers' development of physical literacy. Specifically, this intervention focused on children's motor and social-emotional skill development. Twenty parents (M[subscript age] = 35.7, SD = 4.2) of preschool-aged children…
Descriptors: Preschool Children, Parents, Parent Participation, Parent Attitudes
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Ezgi Dogan; Ferhan Sahin – Turkish Online Journal of Distance Education, 2024
This systematic literature review (SLR) scrutinizes the trends and interrelationships prevalent in Virtual Reality (VR) applications within educational frameworks, analyzing a comprehensive pool of 43 theses conducted in a Eurasian country. The primary objectives encompass investigating learning-teaching theories, learning domains, design…
Descriptors: Computer Simulation, Educational Research, Educational Trends, Foreign Countries
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Rachael Maun; Marc Fabri; Pip Trevorrow – Journal of Autism and Developmental Disorders, 2024
Many technology designers strive to involve end users in the design process, aiming to produce better outcomes. However, designers may struggle to engage autistic users effectively due to a lack of understanding of autistic characteristics and preferences. This systematic literature review aimed to identify how autistic adolescents and adults can…
Descriptors: Autism Spectrum Disorders, Adolescents, Adults, Information Technology
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Zixi Li; Chen Feng – International Journal of Designs for Learning, 2024
This design case focused on the design of an intervention set aimed at capturing and sharing tacit knowledge in the workplace. The design case demonstrated the design process of expanding a single chatbot intervention into a comprehensive hybrid intervention set to cooperate with learners of different technology competencies and learning needs.…
Descriptors: Knowledge Level, Technological Literacy, Intervention, Knowledge Management
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Yun-Qi Bai; Ya-Qian Xu; Jian-Jun Xiao – Interactive Learning Environments, 2024
This study takes the value-based adoption model and CIE model of the learning process as the theoretical basis and combines them to explore the influencing factors and mechanisms of learners' online interaction and perceived value. Based on the questionnaire survey data of 81 learners' potential factors and their 45,166 real-time behavior data on…
Descriptors: MOOCs, Interaction, Student Behavior, Learning Processes
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Chih-Hung Chen; Jia-Yu Syu – British Journal of Educational Technology, 2024
Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students'…
Descriptors: Computer Simulation, Educational Technology, Student Attitudes, Game Based Learning
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Wenfeng Si; Guangwei Hu; Juan Long – Interactive Learning Environments, 2024
Due to the digital revolution, online education based on the B2B2C (Business to Business to Consumer) model is growing Understanding students' expectations, concerns, and experiences of these courses are crucial to the successful of education. Based on the research framework of value co-creation and value co-destruction and the theory of social…
Descriptors: Electronic Learning, Consumer Economics, Content Analysis, Student Attitudes
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Trina Johnson Kilty; Kevin T. Kilty; Andrea C. Burrows Borowczak; Mike Borowczak – Problems of Education in the 21st Century, 2024
A computer science camp for pre-collegiate students was operated during the summers of 2022 and 2023. The effect the camp had on attitudes was quantitatively assessed using a survey instrument. However, enrollment at the summer camp was small, which meant the well-known Pearson's Chi-Squared to measure the significance of results was not applied.…
Descriptors: Summer Programs, Camps, Computer Science Education, 21st Century Skills
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Nienke M. Siebelink; Annemarije Gaasterland; Marieke Gielissen; Sanne Weegen; Brigitte Boon; Agnes Poel – Journal of Applied Research in Intellectual Disabilities, 2024
Background: Implementation issues often hinder reaching the potential of care technology to improve daily lives of people with intellectual disabilities. We investigated barriers to and facilitators of implementing different technology modalities (app/social robot/sensor/domotics) in long-term care. Method: Care professionals (N = 83) from 12…
Descriptors: Barriers, Affordances, Intellectual Disability, Assistive Technology
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