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He, Jonathan; Xin, ChunSheng – Journal of Cybersecurity Education, Research and Practice, 2021
Throughout the Internet, many chatbots have been deployed by various organizations to answer questions asked by customers. In recent years, we have been running cybersecurity summer camps for youth. Due to COVID-19, our in-person camp has been changed to virtual camps. As a result, we decided to develop a chatbot to reduce the number of emails,…
Descriptors: Information Security, Computer Security, Computer Software, Summer Programs
Burgos-Videla, Carmen Gloria; Castillo Rojas, Wilson Andrés; López Meneses, Eloy; Martínez, Javiera – Education Sciences, 2021
The objective of this study is to characterize Latent Classes emerging from the analysis of the level of digital competences, use and consumption of applications and/or services through the Internet. For this purpose, the results of the survey Basic Digital Competences (Competencias Básicas Digitales-COBADI®) applied to university students, with…
Descriptors: Foreign Countries, Technological Literacy, Internet, Educational Technology
Solvang, Lorena; Haglund, Jesper – Physics Education, 2021
Recently, GeoGebra, a mathematics education software, has entered the scene of physics education; however, research on how the software can be used to support teaching and learning physics is limited and scattered. The aim of this article is to present a review of the current literature on how GeoGebra can be used to support physics education in…
Descriptors: Physics, Computer Software, Mathematics Instruction, Secondary School Students
Langer, Karin; Lietze, Stefanie; Krizek, Gerd Ch. – European Journal of Open, Distance and E-Learning, 2021
After a discussion about the possibilities and status of augmented reality in education, a good practice example of an augmented reality application is presented. This case study examines the use of an augmented reality app in higher education to support abstract STEM content, such as vectors. Based on this example, the implementation of such apps…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Higher Education
Söylemez, Aydin – Malaysian Online Journal of Educational Technology, 2021
This research investigates the prediction of delaying gratification on game addiction among primary school students who attend the 3rd and 4th-grade. This study, in which the delay of gratification behaviour correlated with game addiction among children, was carried out using a descriptive survey model. The study sample consisted of 318 students…
Descriptors: Delay of Gratification, Computer Games, Addictive Behavior, Elementary School Students
Haas, Alison; Grapin, Scott; Simon, Katie; Llosa, Lorena; Lee, Okhee – Science and Children, 2021
As computational models are becoming more widely used with the release of "A Framework for K-12 Science Education" (NRC 2012) and the "Next Generation Science Standards" ("NGSS"; NGSS Lead States 2013), these models are reshaping the way science is practiced in increasingly diverse classrooms. For students classified…
Descriptors: Science Instruction, English Language Learners, Teaching Methods, Grade 5
Rogerson-Revell, Pamela M. – RELC Journal: A Journal of Language Teaching and Research, 2021
This viewpoint essay considers the current status of computer-assisted pronunciation training (CAPT) before examining some of the current issues and future directions in the field. The underlying premise is the pedagogic potential of CAPT systems and resources for teaching and learning, and the need for greater synergy between technological design…
Descriptors: Computer Assisted Instruction, Pronunciation Instruction, Individualized Instruction, Feedback (Response)
Ensmann, Suzanne – TechTrends: Linking Research and Practice to Improve Learning, 2021
Imagine producing curricula to teach a new language to an audience in a different country that has never had access to computers or the Internet. How will instructional designers and teachers communicate when worlds are so vastly different? Before reading, writing, or speaking, images and movement facilitate communication. This article describes a…
Descriptors: Computer Games, Game Based Learning, Access to Computers, Internet
Kallia, Maria; van Borkulo, Sylvia Patricia; Drijvers, Paul; Barendsen, Erik; Tolboom, Jos – Research in Mathematics Education, 2021
Recently, computational thinking (CT) has attracted much research attention, especially within primary and secondary education settings. However, incorporating in mathematics or other disciplines is not a straightforward process and introduces many challenges concerning the way disciplines are organised and taught in school. The aim of this paper…
Descriptors: Delphi Technique, Mathematics Education, Thinking Skills, Elementary Secondary Education
Portela, Carlos dos Santos; Vasconcelos, Alexandre Marcos Lins de; Oliveira, Sandro Ronaldo Bezerra; Souza, Mauricio Ronny de Almeida – Informatics in Education, 2021
The software industry is not satisfied with the preparation level of newly graduated professionals in Computing undergraduate courses. There is a predominance of traditional approaches to the Software Engineering (SE) teaching which proved to be inefficient, because they focus on the content from the professor's viewpoint. This research aims to…
Descriptors: Teaching Methods, Computer Science Education, Computer Software, Engineering Education
Su, Fan; Zou, Di; Xie, Haoran; Wang, Fu Lee – SAGE Open, 2021
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL)…
Descriptors: Handheld Devices, Computer Games, Game Based Learning, Second Language Learning
Keçeci, Gonca; Yildirim, Pelin; Zengin, Fikriye Kirbag – Journal of Science Learning, 2021
Mobile augmented reality (MAR) draws attention in terms of providing a flexible learning process and environment. It is thought that learning environments can be more effective using MAR technology. The research aimed to determine the secondary school students' views on the use of MAR technology in science teaching. The research was conducted with…
Descriptors: Middle School Students, Student Attitudes, Grade 6, Handheld Devices
Kerzic, Damijana; Danko, Manica; Zorko, Vida; Decman, Mitja – Knowledge Management & E-Learning, 2021
Many researchers have explored instructional use of information communication technology (ICT) in higher education and uncovered several factors that affect its application in teaching. The effect of age on university teachers' ICT use, however, has attracted much less attention. This study uses quantitative data from a survey of 401 teachers from…
Descriptors: Age Differences, College Faculty, Technology Integration, Information Technology
Emprin, Fabien; Petitfour, Édith – Digital Experiences in Mathematics Education, 2021
This article investigates how a computer simulator for human interactions and a dyadic system in a pencil-and-paper environment can contribute to helping students with poor motor co-ordination, notably those with dyspraxia, to learn geometry. The aim is to design an alternative way to teach the subject, and to explore its effects on the learning…
Descriptors: Developmental Disabilities, Perceptual Motor Coordination, Computer Simulation, Computer Uses in Education
Johnson, Joel B.; Reddy, Pritika; Chand, Ronil; Naiker, Mani – International Journal of Educational Technology in Higher Education, 2021
The rise of online modes of content delivery, termed e-learning, has increased student convenience and provided geographically remote students with more options for tertiary education. However, its efficacy relies upon student access to suitable technology and the internet, and the quality of the online course material. With the COVID-19 outbreak,…
Descriptors: College Students, Pacific Islanders, Student Attitudes, Knowledge Level

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