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Mai Dong Tran; Khanh Huy Nguyen; Huyen Trang Nguyen; Thi Hong Nhung Dinh; Hoang Huy Vu Leng; Thanh Tra Tran; Anh Ho; Thi Bich Tram Ho; Dinh Nhan Nguyen – Higher Education, Skills and Work-based Learning, 2025
Purpose: The study explores the acceptance of AI-driven virtual teaching assistants (VTAs) in Vietnam's online learning. It aims to identify factors influencing students' intention and actual use of these emerging technologies. Design/methodology/approach: Using an extended Unified Theory of Acceptance and Use of Technology (UTAUT2), the research…
Descriptors: Artificial Intelligence, Technology Uses in Education, Robotics, College Students
Jenipher Mahuma; Jesca Malole; Ruth Nsibirano; Thomas Ndaluka – International Journal of Education and Development using Information and Communication Technology, 2025
Engagement with the digital world and the utilization of digital platforms enhance teaching and learning in higher education institutions (HEIs) by providing interactive resources, fostering collaboration, enabling real-time feedback, and expanding access to diverse educational materials. Accordingly, this article explores students' perceptions of…
Descriptors: Foreign Countries, Females, College Students, Technology Uses in Education
Gábor Fekets – Journal of Baltic Science Education, 2025
While generative artificial intelligence (AI) tools are gradually being integrated into educational practice, their actual usability in classroom settings remains insufficiently understood. This mixed-methods research was designed as a small-sample pilot study, offering preliminary insights to inform a future large-scale scientific evaluation. The…
Descriptors: Artificial Intelligence, Technology Uses in Education, STEM Education, Usability
Mohtar, Syahida; Jomhari, Nazean; Omar, Nor Azyra; Mustafa, Mumtaz Begum Peer; Yusoff, Zulkifli Mohd – Education and Information Technologies, 2023
Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile learning apps with gamification can improve student learning. However, there are fewer studies that analyze the gamification effects and usability of mobile apps for middle-aged women. The aim of this study is to…
Descriptors: Usability, Handheld Devices, Electronic Learning, Educational Technology
An Integrated Model for Predicting Pupils' Acceptance of Artificially Intelligent Robots as Teachers
Chen, Siyu; Qiu, Shiying; Li, Haoran; Zhang, Junhua; Wu, Xiaoqi; Zeng, Wenjie; Huang, Fuquan – Education and Information Technologies, 2023
Artificially intelligent robots as teachers (AI teachers) have attracted extensive attention due to their potential to relieve the challenge of global teacher shortage and realize universal elementary education by 2030. Despite mass production of service robots and discussions about their educational applications, the study of full-fledged AI…
Descriptors: Artificial Intelligence, Robotics, Student Attitudes, Elementary School Students
The Influence of User-Perceived Benefits on the Acceptance of Microlearning for Librarians' Training
Isibika, Irene Shubi; Zhu, Chang; De Smet, Egbert; Musabila, Albogast K. – Research in Learning Technology, 2023
Microlearning has shifted professional training and development and its acceptance depends on perceived user benefits. This study examines the influence of user-perceived benefits on librarians' acceptance of the microlearning approach in selected universities in Tanzania. Using a questionnaire informed by the variables of the Technology…
Descriptors: Foreign Countries, Learning Modules, Learning Activities, Library Education
Friesen, Deanna C.; King, Colin B.; Fenesi, Barbara – Psychology in the Schools, 2023
The purpose of the current study was to investigate how preservice teachers perceived the utility of a psychological report for their practice (e.g., creating an individual education plan or a lesson plan). Teacher candidates, who were enrolled in an Inclusive Education course, used fictional psychological reports as the basis for course…
Descriptors: Preservice Teachers, Student Attitudes, Psychoeducational Methods, Reports
Jämsä, Johanna; Sandström, Vilma; Holopainen, Jani; Juhola, Sirkku; Kalliokoski, Tuomo; Korhonen-Kurki, Kaisa; Lyytikäinen, Veera; Mattila, Osmo; Pietikäinen, Janna; Soini, Katriina – Applied Environmental Education and Communication, 2023
We studied three novel approaches in environmental science communication for experts: gamification, virtual reality, and art-based scenario workshops and analyze participants' perceptions through qualitative interviews and a survey. Four dimensions emerged from the interviews: "enjoyment," "usability," "sociability,"…
Descriptors: Environmental Education, Gamification, Expertise, Computer Simulation
Muhammad Andiri Hendrawan; Romadhani Ardi – International Society for Technology, Education, and Science, 2023
The use of smartphones has become a primary need in supporting human daily activities. With the presence of a smartphone, various activities can be carried out only through an application. One application that is currently popular with Indonesians is an investment application with products such as stocks, mutual funds, and crypto. The presence of…
Descriptors: Handheld Devices, Computer Oriented Programs, Models, Investment
Emily Tarconish; Sally Scott; Manju Banerjee; Allison Lombardi – Journal of Postsecondary Education and Disability, 2023
Universal Design (UD), a theory that encompasses a proactive approach to accessibility and inclusion, has spread from its roots in architecture and product design to a host of applications including educational contexts. Over more than two decades, applications of UD in postsecondary settings have undergone exponential growth. In this theoretical…
Descriptors: Usability, Teaching Methods, Learning Processes, Diversity
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
A. Devisakti; Muhammad Muftahu; Hu Xiaoling – Education and Information Technologies, 2024
While technological advances have led to digital transformation in many higher education institutions (HEIs), digital divide, especially among students in developing nations, is becoming a growing concern. This study aims to investigate the use of digital technology among B40 students (students from the lower socioeconomic backgrounds) in…
Descriptors: Foreign Countries, Higher Education, Educational Technology, Access to Computers
Christian X. Navarro-Cota; Ana I. Molina; Miguel A. Redondo; Carmen Lacave – IEEE Transactions on Education, 2024
Contribution: This article describes the process used to create a questionnaire to evaluate the usability of mobile learning applications (CECAM). The questionnaire includes specific questions to assess user interface usability and pedagogical usability. Background: Nowadays, mobile applications are expanding rapidly and are commonly used in…
Descriptors: Usability, Questionnaires, Electronic Learning, Computer Oriented Programs
Kelly Billington Hill – ProQuest LLC, 2024
The purpose of this quantitative study was to examine whether perceived usefulness and perceived ease of use of technology influence the integration of technology in rural south Texas teachers' classrooms. To investigate possible relationships, the researcher collected data through an online survey tool. The sample size for the study was 115…
Descriptors: Teacher Attitudes, Computer Attitudes, Technology Integration, Rural Schools
Oscar Karnalim; Simon; William Chivers – Computer Science Education, 2024
Background and Context: To educate students about programming plagiarism and collusion, we introduced an approach that automatically reports how similar a submitted program is to others. However, as most students receive similar feedback, those who engage in plagiarism and collusion might feel inadequately warned. Objective: When students are…
Descriptors: Teaching Methods, Plagiarism, Computer Science Education, Programming

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