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Adams, Dawn; McLucas, Raechel; Mitchelson, Hayley; Simpson, Kate; Dargue, Nicole – Journal of Autism and Developmental Disorders, 2022
School refusal is more prevalent in children on the autism spectrum than among their peers. The function of school refusal can be explored using the school refusal assessment scale--revised (SRAS-R) but its relevance to children on the spectrum has not been investigated. Parents of 121 children ("M" age 11.9 years) on the autism spectrum…
Descriptors: Measures (Individuals), Autism, Pervasive Developmental Disorders, Children
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Lai, Jennifer W. M.; De Nobile, John; Bower, Matt; Breyer, Yvonne – Education and Information Technologies, 2022
Although a large variety of methodologies, contexts and perspectives have been used to examine educational application of technology, there is a paucity of instruments that are designed to comprehensively evaluate the use of technology in education. This paper presents a Confirmatory Factor Analysis (CFA) of an instrument that incorporates eight…
Descriptors: Program Evaluation, Technology Uses in Education, MOOCs, Factor Analysis
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Daoudi, Ibtissem – Education and Information Technologies, 2022
In recent years, the interest in the use of serious games as teaching and learning tools in traditional educational processes has increased significantly. Serious Educational Games (SEG) and Learning Analytics (LA) are gaining increasing attention from teachers and researchers, since they both can improve the learning quality. In this article, we…
Descriptors: Learning Analytics, Usability, Educational Games, Educational Benefits
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Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Rozinaj, Gregor; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2022
Contributions: This article presents a large-scale study which investigates students' reaction to game-based learning as part of programming courses. The study focuses on knowledge acquisition, learner experience, and game usability. Background: Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of…
Descriptors: Game Based Learning, Student Experience, Knowledge Level, College Students
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Sujithra Raviselvam; Karupppasamy Subburaj; Katja Hölttä-Otto; Kristin L. Wood – Biomedical Engineering Education, 2022
Extreme-user experiences refer to experiences that simulate the extremes of user abilities like reduced or no visual attention or auditory attention. Inspired by the needs experienced by the users who experience physical or cognitive challenges, extreme-user perspectives can make designers understand their designs from an inclusive design…
Descriptors: Usability, Outcomes of Education, Undergraduate Students, Learning Modules
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Xiao Xu – Discover Education, 2025
A crucial need for a comprehensive understanding and assessment of mobile learning readiness exists in light of most adult learners' lack of preparedness for mobile learning. This study developed a seven-factor mobile learning readiness construct and crafted a 26-item scale integrating the Technology Acceptance Model, Unified Theory of Acceptance…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Khalid Alalawi; Rukshan Athauda; Raymond Chiong; Ian Renner – Education and Information Technologies, 2025
Learning analytics intervention (LAI) studies aim to identify at-risk students early during an academic term using predictive models and facilitate educators to provide effective interventions to improve educational outcomes. A major impediment to the uptake of LAI is the lack of access to LAI infrastructure by educators to pilot LAI, which…
Descriptors: Intervention, Learning Analytics, Guidelines, Prediction
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Marvin Mergen; Lisa Will; Norbert Graf; Marcel Meyerheim – Education and Information Technologies, 2025
Despite growing interest in the inclusion of virtual reality (VR) in medical education, its full potential for immersive and interactive training remains underutilized, particularly in dermatology. As part of a multidisciplinary project, we tested the feasibility of integrating a VR training scenario for a complete skin cancer screening into the…
Descriptors: Medical Students, Medical Education, Cancer, Feasibility Studies
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Andrew A. Tawfik; Linda Payne; Heather Ketter; Jedidiah James – Technology, Knowledge and Learning, 2025
In contrast to traditional views of instructional design that are often focused on content development, researchers are increasingly exploring learning experience design (LXD) perspectives as a way to espouse a broader and more holistic view of learning. In addition to cognitive and affective perspectives, LXD includes perspectives on…
Descriptors: Instructional Design, Educational Technology, Technology Integration, Usability
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Hyeon Jo – Asia Pacific Journal of Education, 2025
A growing number of governments have shifted education from face-to-face classes towards e-learning to contain COVID-19. In light of the pandemic, this study examined the key drivers that lead to the continuance intention of university students towards e-learning. The theoretical framework clarifies the role of attitude, satisfaction, and…
Descriptors: Intention, Technology Uses in Education, Electronic Learning, COVID-19
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Bikash Barua; Umma Nusrat Urme – Journal of Research in Innovative Teaching & Learning, 2025
Purpose: This study aims to investigate how online teaching of faculty members is affected by technological readiness (TR) of using online teaching platforms. The study sheds light on how many faculty members were ready to use different online platforms during COVID-19 period. Design/methodology/approach: This study used TR measures to determine…
Descriptors: Knowledge Level, Teacher Competencies, Technological Literacy, Distance Education
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Michele Dickey – Journal of Educational Multimedia and Hypermedia, 2025
Instructional design is a design discipline that bridges science and arts-based practices. It has a long history of borrowing from various fields of design. Experience Design (XD) is a relatively new field that holds relevance for instructional design because, as a multidisciplinary approach, XD focuses on creating meaningful user experiences and…
Descriptors: Instructional Design, Learning Experience, Educational Environment, Design
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Priya Saha; Md. Shakhawat Hossain; Nirmal Chandra Roy; Abdullah Al Masud; Ruhul Amin – On the Horizon, 2025
Purpose: This study aims to evaluate students' intention and actual use (AU) of artificial intelligence (AI) tools' to discover how the power of AI influences learning and academic success. Design/methodology/approach: This paper used the unified theory of acceptance and use of technology (UTAUT) to develop a structural equation model (SEM) and…
Descriptors: Artificial Intelligence, Technology Uses in Education, Intention, Student Behavior
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Victor del Carmen Avendano Porras; Iris Alfonzo Albores; Sergio Andres Correal Cuervo – Turkish Online Journal of Distance Education, 2025
This research aimed to explore the dimensions and implications of the early use and integration of metaverses in public high schools in the region of the Altos de Chiapas, Mexico, through a sequential mixed methods approach. Initially, a standardized survey was administered to a stratified probabilistic sample of 1402 students from various schools…
Descriptors: Foreign Countries, Distance Education, Indigenous Populations, High School Students
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Ngocvan Bui; Jessica Collier; Yunus Emre Ozturk; Donggil Song – TechTrends: Linking Research and Practice to Improve Learning, 2025
The popularity of generative AI chatbots, such as ChatGPT, has sparked numerous studies investigating their use in educational contexts. However, it is important to note that chatbots are not a new phenomenon; researchers have explored conversational agents across diverse fields for decades. Conversational agents engage users in natural language…
Descriptors: Computer Mediated Communication, Artificial Intelligence, Technology Uses in Education, Technology Integration
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