NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,846 to 1,860 of 139,515 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ebru Balta; Celal Deha Dogan – SAGE Open, 2024
As computer-based testing becomes more prevalent, the attention paid to response time (RT) in assessment practice and psychometric research correspondingly increases. This study explores the rate of Type I error in detecting preknowledge cheating behaviors, the power of the Kullback-Leibler (KL) divergence measure, and the L person fit statistic…
Descriptors: Cheating, Accuracy, Reaction Time, Computer Assisted Testing
Peer reviewed Peer reviewed
Direct linkDirect link
Jane Caughey; Karen McLean; Susan Edwards – E-Learning and Digital Media, 2024
This research investigates how children located in separate homes use the psychological function of imagination to engage in sociodramatic play using networked digital technologies. Specifically, it examines how 7- to 8-year-old children create imaginary play situations in the same "Minecraft: Education Edition" digitally-mediated…
Descriptors: Educational Environment, Imagination, Dramatic Play, Electronic Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Kai Zhang; Jingying Chen; Zongkai Yang – British Journal of Educational Technology, 2024
This study explored the influence of the dynamic assessment of human--computer interactive games on children's language potential. Thirty-seven special children aged 3--7 years were selected to participate in the study. They were divided into three groups according to their scores on the Autism Behaviour Checklist: (1) a non-autism group, (2) a…
Descriptors: Language Skills, Autism Spectrum Disorders, Children, Interaction
Peer reviewed Peer reviewed
Direct linkDirect link
Andrew Kemp; Edward Palmer; Peter Strelan; Helen Thompson – British Journal of Educational Technology, 2024
Many technology acceptance models used in education were originally designed for general technologies and later adopted by education researchers. This study extends Davis' technology acceptance model to specifically evaluate educational technologies in higher education, focusing on virtual classrooms. Prior research informed the construction of…
Descriptors: College Students, Educational Technology, Models, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Daniel Jato-Espino; Marta Vila-Cortavitarte; Jorge Rodriguez-Hernandez; Daniel Castro-Fresno – Journal of Civil Engineering Education, 2024
Gamification has emerged in recent years as an application of game mechanics to improve learning processes through increased motivation and engagement. Civil engineering is a suitable field for gamification because it encompasses a variety of areas involving both management and fieldwork tasks. To gain insight into the use of gamified approaches…
Descriptors: Gamification, Civil Engineering, Engineering Education, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Aadarsh Padiyath – ACM Transactions on Computing Education, 2024
As computing educators begin to recognize that their students need strong ethical foundations, there is a growing interest to integrate meaningful ethics education into undergraduate computing curricula. To achieve this, it is crucial to understand how students respond to ethical interventions in the classroom. This review examines the acceptance…
Descriptors: Undergraduate Students, Student Attitudes, Ethics, Intervention
Peer reviewed Peer reviewed
Direct linkDirect link
Yasemin Karal; Sakine Ongoz; Rabia Ozdemir Sarialioglu; Sule Merve Uluduz – International Journal on E-Learning, 2024
Researchers emphasize that learning presence is an important component Community of Inquiry (CoI) for understanding the process of knowledge construction through participants' meaningful engagement in an online environment. Assigning roles in learning environments helps to distribute responsibility among group members and gives learners the…
Descriptors: Preservice Teachers, Student Attitudes, Role, Computer Mediated Communication
Peer reviewed Peer reviewed
Direct linkDirect link
Kynigos, Chronis; Grizioti, Marianthi – British Journal of Educational Technology, 2020
Although there is wide rhetoric that programming should be learnt by all as an element of computational thinking (CT), in practice, it is mostly implemented narrowly as an end in itself consisting of routine practice and traditional testing of the ability to code. This paper discusses a way in which programming could be seen through a wider…
Descriptors: Educational Games, Thinking Skills, Computation, Affordances
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Draus, Peter; Mishra, Sushma; Slonka, Kevin; Bromall, Natalya – Information Systems Education Journal, 2022
Information Technology (IT) skills gap discourse suggests a mismatch between what students are acquiring in terms of knowledge and skills in their education versus what employers believe are useful skills for doing day to day tasks. This study builds upon previous research (analyzing the skills of college students in IT-related majors) by…
Descriptors: Skills, Achievement Gap, Employment Qualifications, Information Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Hughes, Ciaran; Isaacson, Joshua; Turner, Jessica; Perry, Anastasia; Sun, Ranbel – Physics Teacher, 2022
Quantum computing is a growing field at the intersection of physics and computer science. The goal of this article is to highlight a successfully trialled quantum computing course for high school students between the ages of 15 and 18 years old. This course was designed to bridge the gap between popular science articles and advanced undergraduate…
Descriptors: Teaching Methods, Physics, Science Instruction, Quantum Mechanics
Peer reviewed Peer reviewed
Direct linkDirect link
Lee, Othelia EunKyoung; Kim, Do-Hong; Lee, Hyenjoo; Beum, Kyung Ah – Educational Gerontology, 2022
The Intergenerational Forum (IF), an innovative intervention, offers andragogic programs for community-dwelling older adults, enabling them to engage in youth-led tutorials to learn about Information Communication Technology (ICT). This study examines the outcome of a 12-week class focused on encouraging intergenerational exchange and mutual aid…
Descriptors: Older Adults, Information Technology, Internet, Computer Use
Peer reviewed Peer reviewed
Direct linkDirect link
Dashtestani, Reza; Hojatpanah, Shamimeh – Computer Assisted Language Learning, 2022
Promoting students' digital literacy has become a significant challenge for educational authorities and course designers. However, very limited attention has been directed toward junior high school students' digital literacy in the literature of computer-assisted language learning (CALL). Thus, this mixed-methods study explored junior high school…
Descriptors: Foreign Countries, Junior High School Students, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Schätz, Eric; Martens, Alke – International Association for Development of the Information Society, 2022
As we talked with school teachers about the use of physical computing systems in class, one major drawback of these systems became obvious: almost nobody--next to enthusiastic autodidacts--has been able to tell us on an abstract basis for which educational purposes a certain physical computing system can be used, i.e. in a goal-oriented way. This…
Descriptors: Teacher Attitudes, Teaching Methods, Educational Improvement, Computer Science Education
Kathrine Choura Branch – ProQuest LLC, 2022
Simulation has been recognized as a teaching, learning, evaluation, and research strategy based on learning theories, that has come to play a significant role in healthcare education (Beal et al., 2017; La Cerra et al., 2019). Health-related academic programs in higher education have traditionally used simulation to fill gaps in learning and…
Descriptors: Clinical Experience, Computer Simulation, Computer Software, Computer Assisted Instruction
Michelle Marie Carter – ProQuest LLC, 2022
The increase in distance learning offerings and the deficit in providing an equivalent engagement mechanism for haptic subjects for online learners is stimulating educators to seek new pedagogical methods to meet the needs of the curriculum. A quantitative quasi-experimental study deploying a two nonequivalent groups design was conducted to…
Descriptors: Computer Science Education, Computers, Simulated Environment, Computer Simulation
Pages: 1  |  ...  |  120  |  121  |  122  |  123  |  124  |  125  |  126  |  127  |  128  |  ...  |  9301