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Smythe, Suzanne; Grotlüschen, Anke; Buddeberg, Klaus – Studies in the Education of Adults, 2021
Online technologies have entered almost all spheres of life, introducing new challenges to how literacies are theorised, defined and taken up in adult literacy education settings. This process has accelerated during the COVID-19 pandemic and on a global scale, as more services, resources and information move online. An important, if under-studied…
Descriptors: Recruitment, Adults, Job Applicants, Computer Use
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Moro, Christian; Birt, James; Stromberga, Zane; Phelps, Charlotte; Clark, Justin; Glasziou, Paul; Scott, Anna Mae – Anatomical Sciences Education, 2021
Virtual and augmented reality have seen increasing employment for teaching within medical and health sciences programs. For disciplines such as physiology and anatomy, these technologies may disrupt the traditional modes of teaching and content delivery. The objective of this systematic review and meta-analysis is to evaluate the impact of virtual…
Descriptors: Medical Students, Health Sciences, College Students, Physiology
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van Dijke-Droogers, Marianne; Drijvers, Paul; Bakker, Arthur – Educational Studies in Mathematics, 2021
Digital technology is indispensable for doing and learning statistics. When technology is used in mathematics education, the learning of concepts and the development of techniques for using a digital tool are known to intertwine. So far, this intertwinement of techniques and conceptual understanding, known as instrumental genesis, has received…
Descriptors: Statistics Education, Statistical Analysis, Computer Uses in Education, Concept Formation
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Aguilera, Earl – Theory Into Practice, 2021
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes--computational or otherwise, which define these artifacts in form,…
Descriptors: Computer Games, Video Games, Writing (Composition), Programming
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Bilgin, Enes Abdurrahman – International Journal of Education and Literacy Studies, 2021
In today's world, educated individuals are expected to understand basic statistical concepts and interpret statistical messages. For this reason, despite the undeniable importance of statistical literacy in the educational process, studies on undergraduate and postgraduate students in practice reveal that students have difficulties in determining…
Descriptors: Computer Uses in Education, Computer Software, Statistics, Literacy
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AlQenaei, Zainab M.; Khalil, Omar; Aldekheel, Abrar Y. – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This study collects empirical evidence to investigate the extent to which high school teachers adopted the tablet computer in their instruction within the context of the Tablet Project in Kuwait and explores what drove their adoption behavior. Background: The role of information technology in education is prominent and takes different…
Descriptors: Foreign Countries, High School Teachers, Technology Integration, Handheld Devices
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Syaharuddin; Husain, Husriani; Herianto, Herianto; Jusmiana, Andi – Cypriot Journal of Educational Sciences, 2021
The COVID-19 pandemic caused the education system to suddenly move from offline to online learning, so it takes a variety of effective learning design trials. This research aims to find out the effectiveness of the advance organiser learning model assisted by the Zoom Meeting application. This research was conducted at State Junior High School 3…
Descriptors: Advance Organizers, Videoconferencing, Computer Uses in Education, Instructional Effectiveness
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Xu, Bingbing; Margevica-Grinberga, Ieva – Cypriot Journal of Educational Sciences, 2021
With the progression of economic globalisation, China's expectations about the quality of English teaching in the country have increased, and because of the restrictive drawbacks of orthodox English teaching models, they cannot meet these requirements. The emergence of artificial intelligence (AI) technology can create new opportunities for the…
Descriptors: Foreign Countries, Instructional Innovation, English (Second Language), Second Language Instruction
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Berbegal Vázquez, Alfredo; Merino Orozco, Abel; Arraiz Pérez, Ana; Sabirón Sierra, Fernando – Tuning Journal for Higher Education, 2021
This work proposes a line of innovation to implement possible uses for the e-portfolio in higher education. We present an initial framework for analysis with attention to three main arguments: the validity of the interest of the e-portfolio for higher education in light of the current challenges posed by the knowledge society; the relevance of…
Descriptors: Portfolios (Background Materials), Electronic Publishing, Higher Education, Educational Change
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Shaltayev, Dmitriy – Decision Sciences Journal of Innovative Education, 2021
In this article, we describe the use of linear programming in conjunction with an online simulation game in an undergraduate supply chain management class. Supply chain management is a required course for students enrolled in a Business Administration program with a concentration in management. It delivers a broad overview of the supply chain…
Descriptors: Undergraduate Students, Educational Games, Computer Simulation, Computer Games
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Saqr, Mohammed; López-Pernas, Sonsoles – International Journal of Computer-Supported Collaborative Learning, 2021
This study empirically investigates diffusion-based centralities as depictions of student role-based behavior in information exchange, uptake and argumentation, and as consistent indicators of student success in computer-supported collaborative learning. The analysis is based on a large dataset of 69 courses (n = 3,277 students) with 97,173 total…
Descriptors: Computer Uses in Education, Cooperative Learning, Learning Analytics, Student Behavior
Achieving the Dream, 2021
Faculty at Cuyahoga Community College in Cleveland, Ohio, led efforts to implement and then scale adaptive courseware for gateway courses in more than a half-dozen disciplines. The institution supported faculty efforts by creating a collaborative learning community and providing other supporting resources, and faculty continue to take the lead in…
Descriptors: Courseware, Community Colleges, College Faculty, Introductory Courses
Digital Promise, 2021
The Powerful Learning with Computational Thinking report explains how the Digital Promise team works with districts, schools, and teachers to make computational thinking ideas more concrete to practitioners for teaching, design, and assessment. We describe three powerful ways of using computers that integrate well with academic subject matter and…
Descriptors: Computation, Thinking Skills, Computer Uses in Education, Data Collection
Achieving the Dream, 2021
Achieving the Dream (ATD) is one of 12 higher education and digital learning organizations that make up the Every Learner Everywhere (Every Learner) Network, whose mission is to help higher education institutions improve and ensure more equitable student outcomes through advances in digital learning, particularly among poverty-impacted, racially…
Descriptors: Courseware, Introductory Courses, College Mathematics, Community Colleges
Flamer, Eric; Adusei-Poku, Adjoa – Advanced Distributed Learning Initiative, 2021
The Enterprise Learner Record Repository (ELRR) is one of three Enterprise Digital Learning Modernization (EDLM) lines of effort supported by the ADL Initiative. Today, learner records for Department of Defense (DoD) personnel are stored in disparate locations, along with inconsistent data formats, which complicates the transport, management, and…
Descriptors: Electronic Learning, Student Records, Computer Uses in Education, Computer Interfaces
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