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Judith Galezer; Smadar Szekely – Informatics in Education, 2024
Spark, one of the products offered by MyQ (formerly Plethora), is a game-based platform meticulously designed to introduce students to the foundational concepts of computer science. By navigating through logical challenges, users delve into topics like abstraction, loops, and graph patterns. Setting itself apart from its counterparts, Spark boasts…
Descriptors: Learning Management Systems, Game Based Learning, Computer Science Education, Teaching Methods
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Muna Mohamed Alhammadi – Cogent Education, 2024
This study investigates Emirati universities' general education program effectiveness in preparing pre-service teachers for inclusive education. It assesses pre-service teachers' readiness to teach students with special educational needs and disabilities (SEND) after studying two academic subjects in inclusive education and undertaking three…
Descriptors: Teacher Education Programs, Computer Software, Preservice Teachers, Early Childhood Education
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Adcharawan Buripakdi; Le Truong An – LEARN Journal: Language Education and Acquisition Research Network, 2024
Amidst the integration of AI tools in education, ChatGPT is considered prevalent for its potential capacities. Although research into this phenomenon has been conducted by worldwide scholars, little has been known about the perceptions of Ph.D. students of non-English speaking countries. Hence, this qualitative study shifted the focus to this…
Descriptors: Doctoral Students, Foreign Countries, Student Attitudes, Artificial Intelligence
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Aybüke Pabuçcu Akis – Science Education International, 2024
The dramatic increase in science, technology, engineering, and mathematics (STEM) education studies has resulted in more authors promoting the use of Arduino in STEM education. Although there are educational research studies utilizing bibliometric procedures for the exploration of Arduino and STEM separately, there is a further need for research…
Descriptors: STEM Education, Bibliometrics, Foreign Countries, Teaching Methods
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Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Research in Childhood Education, 2024
The accessibility of mobile technologies opens a new world of possibilities for parents to support their children's learning through game-based numeracy apps. Carefully designed numeracy apps can be effective at improving children's foundational numeracy skills. In the absence of industry standards for quality, however, it is important to…
Descriptors: Foreign Countries, Preschool Children, Mathematics Education, Handheld Devices
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Alec Thomson – Community College Enterprise, 2024
Artificial intelligence tools have presented many challenges and opportunities to transform teaching and learning on college campuses. These changes are significant enough to require colleges to take action to create a framework by which faculty and students can navigate the proper usage of these tools. Rather than working to create entirely new…
Descriptors: Artificial Intelligence, Information Technology, Position Papers, Educational Policy
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Maciej Rys; Anna Maria Górska; hab. Pawel Korzynski – European Journal of Education, 2024
Hackathons are characterized by their dynamic and collaborative nature, acting as incubators for innovation in diverse contexts. They are celebrated for nurturing creativity and tackling current challenges while offering distinctive educational opportunities. However, participants' lack of confidence and increased anxiety can diminish the utility…
Descriptors: Minicourses, Workshops, Computer Software, Group Activities
Marshall S. Pike – ProQuest LLC, 2024
The projected number of engineering professionals will increase in the next decade. Implementing instructional technology to support engineering students in creating design solutions to authentic problems may lead to a more significant number of engineering graduates. The problem is knowing the extent to which parametric 3-dimensional…
Descriptors: Computer Assisted Design, Computer Software, High School Students, Engineering Education
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Chatchadaporn Pinthong; Natpawee Poungkaew; Titapa Ampaipis; Jirapipat Thanyaphongphat; Panu Pimviriyakul; Somchart Maenpuen – Journal of Chemical Education, 2024
The coronavirus (COVID-19) pandemic prevented students from attending on-site classes. Consequently, their face-to-face interactions decreased. Thus, it became crucial to design learning activities to enhance the motivation of students and inspire them to achieve the desired learning outcomes during the long disruption of on-site classes. Mobile…
Descriptors: Undergraduate Study, Educational Games, Game Based Learning, Learning Activities
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Wahid Yunianto; Selen Galiç; Zsolt Lavicza – International Journal of Education in Mathematics, Science and Technology, 2024
ChatGPT has become a significant topic of interest in the field of education, prompting of the potential applications of such technology. The utilization of ChatGPT may facilitate the fostering of 21st century skills, such as computational thinking (CT) and technology, which could subsequently provide a means of offering students personalized…
Descriptors: Mental Computation, Mathematics Education, Computer Software, Synchronous Communication
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Sokratis Tselegkaridis; Theodosios Sapounidis; Serafeim A. Triantafyllou – Discover Education, 2025
Nowadays, the educational process is enriched with technological tools such as Arduino and Micro:bit. These tools offer both tangible and graphical interaction, however, widespread adoption by educators faces limitations. Many educators hesitate to utilize them, primarily due to lacking training. Therefore, this study examines educators'…
Descriptors: Technology Uses in Education, Elementary School Teachers, Secondary School Teachers, Electronic Equipment
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Ozkan Ergene; Busra Caylan Ergene – Education and Information Technologies, 2025
One of the aims of the present study was to reveal and compare the performance of ChatGPT versions (GPT-4o, GPT-4, and GPT-3.5), MathGPT, and Gemini in solving 390 mathematical problems in interactive mathematics e-textbooks across various dimensions. The other aim was to identify the affordances and constraints of ChatGPT through the instrumental…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Electronic Books
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Stacy N. McGuire; Rebecca Folkerts; Charissa Richards; Hedda Meadan; Rayan Alqunaysi; Christy D. Yoon – Technology, Pedagogy and Education, 2025
Early childhood teachers receive some training related to overall classroom management but report receiving little training and support when working with children who engage in challenging behaviour. To alleviate the barriers to supporting students who engage in challenging behaviour, it may be helpful to implement a technology tool that provides…
Descriptors: Early Childhood Teachers, Behavior Modification, Student Behavior, Technology Uses in Education
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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
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Hao Yu; Yunyun Guo; Hailiang Yang; Weiyu Zhang; Yan Dong – European Journal of Education, 2025
In the era of accelerating globalization, the necessity for multilingual education is increasingly prominent. This study investigates the effectiveness of the AI-based chatbot ChatGPT in multilingual teaching applications. This study employs a quasi-experimental research methodology to examine the experiences of 100 international students at a…
Descriptors: Artificial Intelligence, Comparative Analysis, Multilingualism, Computer Software
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