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Kundu, Arnab; Dey, Kedar Nath; Bej, Tripti – International Journal of Distance Education Technologies, 2022
This study reports an empirical investigation of the effects of school teachers' self-efficacy and self-concept on their perceived ICT usability. It employed a descriptive survey method within an ex-post-facto research design taking 300 teachers as samples from 50 Indian schools. The findings revealed that self-efficacy and self-concept discretely…
Descriptors: Information Technology, Technology Uses in Education, Usability, Teacher Attitudes
El-aasar, Said Abdelmawgoud; Farghali, Gomaa Farouk – International Journal of Education in Mathematics, Science and Technology, 2022
In the light of the accelerating trends in recent years towards the adoption of e-learning and its delivery platforms, e-learning has become a strategic solution to face many challenges, especially those imposed by the coronavirus pandemic (COVID-19). The findings of previous studies revealed the effectiveness of e-learning in reducing negative…
Descriptors: COVID-19, Pandemics, Educational Technology, Usability
Jordan, Greg Madison – ProQuest LLC, 2022
Software has become central to every part of modern life and supports everything from managing personal schedules to managing global supply chain systems. In creating new or updating existing software, software developers often need to incorporate new technology. When software developers learn new technology using tutorials, their experience with…
Descriptors: Computer Software, Prior Learning, Technological Literacy, Networks
Huang, Rui – ProQuest LLC, 2022
Research on digital game-based second language learning (DGBL2L) emerged in the early 2000s and has grown steadily since 2013. While digital game-based learning is widely recognized as beneficial for second language acquisition, researchers identified several gaps and limitations in empirical studies, including a lack of (1) sufficient theoretical…
Descriptors: Instructional Design, English Language Learners, Second Language Learning, Educational Games
Shodipe, Taiwo Olabanji; Ohanu, Ifeanyi Benedict – Education and Information Technologies, 2021
The conventional teaching methods like the use of demonstration, lecture and project methods in teaching skilled/trade subjects is still persistent among higher institutions in Nigeria, therefore, this study examined Electrical/Electronics technology education teachers attitude, engagement and disposition towards actual usage of mobile learning in…
Descriptors: Foreign Countries, Technology Education, Teacher Attitudes, Electronic Learning
Berlian, Mery; Vebrianto, Rian; Thahir, Musa – International Journal of Evaluation and Research in Education, 2021
The objective of this research was to develop non-test instrument or questionnaire to measure the evaluation of the use of Webtoon among the students of Open University in Pekanbaru, Riau, Indonesia and to obtain the instrument's validity and reliability. This research employed the Analysis, Design, Development, Implementation, Evaluation (ADDIE)…
Descriptors: Foreign Countries, Educational Media, Educational Technology, Cartoons
Jiang, Haozhe; Islam, A. Y. M. Atiquil; Gu, Xiaoqing; Spector, Jonathan Michael – Education and Information Technologies, 2021
Student satisfaction is of great significance in online learning, but few studies have explored its determinants in emerging countries. This study investigated the determinants of university students' satisfaction with online learning platforms in China through applying the Technology Satisfaction Model during the COVID-19 pandemic, when an…
Descriptors: Foreign Countries, Electronic Learning, Student Satisfaction, College Students
Taipalus, Abbie C.; Hixson, Michael D.; Decker, Dawn M.; Fredrick, Stephanie – School Psychology, 2021
A multiple baseline design across four teachers was used to investigate the effects of an online Direct Behavior Rating (DBR) training module on rater accuracy of academic engagement, respect, and disruptive behavior. Rater accuracy was examined by comparing Direct Behavior Rating-Single Item Scales (DBR-SIS) completed by classroom teachers to…
Descriptors: Accuracy, Behavior Rating Scales, Instructional Effectiveness, Training
Liu, Chenxi; Correia, Ana-Paula – Online Learning, 2021
Although mobile learning applications play a crucial role in today's education and can support learning, the low retention rate is a prevalent challenge in mobile learning. Existing studies have found that interpersonal interaction, high expectations, and supportive environment (from an educational perspective) as well as compatibility,…
Descriptors: Electronic Learning, Computer Oriented Programs, Learner Engagement, Lifelong Learning
Orhan, Rüstem; Ayan, Sinan; Yapici, Hakan; Ünver, Rafet – Journal of Physical Education, Recreation & Dance, 2021
This study aims to determine the demands and tendencies of individuals using recreational areas and parks in the central districts of Ankara. Individuals using recreational areas were given a questionnaire and asked to complete it on a voluntary basis. The findings were evaluated and interpreted according to the sub-dimensions of the scale.
Descriptors: Foreign Countries, Recreational Facilities, Parks, Individual Characteristics
Allagui, Besma – Technology, Knowledge and Learning, 2021
Augmented reality (AR) is a new technology that consists in mixing virtual and real information. Although several studies have assessed the use of AR in various educational contexts, few contributions have examined its potential impact on students' writing performance. The current study evaluates the use of AR in a university setting by comparing…
Descriptors: Paragraph Composition, Writing Skills, Writing Attitudes, Writing Instruction
Al-Maroof, Rana Saeed; Alfaisal, Aseel M.; Salloum, Said A. – Education and Information Technologies, 2021
The rapid changes in recent years witnessed the development of technology-based education environment where teachers and learners can interact by adopting Information and Communication Technology (ICT) such as Google Glass. However, few educational universities and colleges have adopted Google Glass in their educational institutions. The reason…
Descriptors: Technology Uses in Education, Adoption (Ideas), Technology Integration, College Students
Huang, Chun-Hsiung – Education Sciences, 2021
This research explores the influencing factors of learning satisfaction in blended learning. Three dimensions are proposed: perceived usefulness, perceived ease of use, and learning motivation. It studied how these variables affect students' learning satisfaction. The research hypotheses are: (1) Perceived ease of use positively affects perceived…
Descriptors: Blended Learning, Student Satisfaction, Usability, Learning Motivation
Lima, Adriano Luiz de Souza; Benitti, Fabiane Barreto Vavassori – Informatics in Education, 2021
Interfaces with good usability help their users complete more tasks in less time and with less effort, which gives them greater satisfaction. Given the vast array of options available to users today, usability is an important interface feature that may lead to the commercial success or failure of a software system. Despite its importance, few…
Descriptors: Usability, Computer Interfaces, Computer Software, Undergraduate Students
Willingham, Daniel T.; Daniel, David B. – Education Next, 2021
Scientific evidence is regularly invoked in defense of one classroom practice or another. Yet teachers, for the most part, ignore these studies. Why? First, teachers may view research as somewhat removed from the classroom, with further translation needed for the practice to be ready to implement in a live setting. Second, teachers may judge a…
Descriptors: Educational Research, Educational Benefits, Teacher Attitudes, Relevance (Education)

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