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Veraksa, Aleksander; Sukhikh, Vera; Veresov, Nikolay; Almazova, Olga – International Journal of Early Years Education, 2022
In this study we aimed to compare the contribution of each play type to the development of different EFs components: shifting, working memory (visuospatial and auditory) and inhibition (two aspects of cognitive inhibition and physical inhibition). Following a preliminary examination of EFs was the intervention, which consisted of 14 play sessions…
Descriptors: Play, Child Behavior, Executive Function, Short Term Memory
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Terblanche, Nicky; Kidd, Martin – SAGE Open, 2022
Chatbots are increasingly applied in various contexts including helping professions, such as organizational and life coaching. Coaching facilitates individual wellness, behavioral change, and goal attainment in a reflective, non-directive manner, and is considered one of the fastest-growing professions. The use of knowledge imparting service…
Descriptors: Educational Technology, Computer Software, Coaching (Performance), Age Differences
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Jin, Haeyun; Karatay, Yasin; Bordbarjavidi, Fatemeh; Yang, Junghun; Kochem, Timothy; Muhammad, Ananda Astrini; Hegelheimer, Volker – ReCALL, 2022
Participation in online courses has become essential for training language professionals in under-resourced contexts with skills in computer-assisted language learning (CALL) (Godwin-Jones, 2014). Most online CALL courses use asynchronous computer-mediated communication (ACMC) to facilitate meaningful learning for participants. Although…
Descriptors: Computer Assisted Instruction, Second Language Learning, Electronic Learning, Learner Engagement
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Manyeredzi, Terrence; Mpofu, Vongai – Research in Learning Technology, 2022
Globally, many nations have put in place policies on technology enhanced teaching and learning in an effort to keep abreast with the rapid advancement in technology. However, the use of technology in education has been slow in many third world countries, inclusive of Zimbabwe. COVID-19 restrictions inadvertently accelerated the adoption of digital…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Technology Uses in Education
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Baukiene, Edita; Jusiene, Roma; Praninskiene, Ruta; Lisauskiene, Lina – Early Child Development and Care, 2022
The aim of this study is to examine the relationship between toddlers' and pre-schoolers' sleep problems, screen-based media use, sleep regimen and the role of child emotional reactivity in this relationship. This research is a part of an extensive national study. Participants are 754 children aged 2-5 years old, and their parents. Sleep problems…
Descriptors: Young Children, Parents, Sleep, Television Viewing
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Tanveer, Binish; Usman, Muhammad – IEEE Transactions on Education, 2022
Contribution: In this study, we accumulated the knowledge and generated evidence on how and in what context CDIO framework has been used in software engineering (SE) education. The aggregated evidence will enable SE academics in making informed decisions while adopting CDIO for SE education and build upon it. Background: CDIO framework is relevant…
Descriptors: Engineering Education, Computer Software, Computer Science Education, Guidelines
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Gandolfi, Enrico; Ferdig, Richard E.; Clements, Robert – British Journal of Educational Technology, 2022
Live streaming platforms like Twitch.tv count millions of viewers and performers, pointing to novel practices and interactions. Instructional applications of this phenomenon are rising with thematic channels and shows aimed at teaching and debating a variety of subjects ranging from art to programming. However, few research publications have…
Descriptors: Computer Science Education, Social Media, Video Technology, Communities of Practice
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Achter, Sebastian; Borit, Melania; Chattoe-Brown, Edmund; Siebers, Peer-Olaf – International Journal of Social Research Methodology, 2022
This article describes and justifies a reporting standard to improve data use documentation in Agent-Based Modelling. Following the development of reporting standards for models themselves, empirical modelling has now developed to the point where these standards need to take equally effective account of data use (which previously has tended to be…
Descriptors: Data Use, Data Analysis, Models, Usability
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Sospedra-Roca, Rafael; Hernàndez-Cardona, Francesc Xavier; Hernàndez-Pongiluppi, Mar – Cogent Education, 2022
Computed-generated imagery (CGI) generates diverse views and perceptions of the past. These new experiences impact, directly or indirectly, the teaching and learning of history. This article presents didactic iconographic works on the Spanish Civil War created by the DIDPATRI (Didactics of Heritage and New Technologies) research group at the…
Descriptors: Educational History, War, Teaching Methods, Informal Education
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Smith, Daniella LaShaun; Milburn, Stacie M.; Esener, Yildiz; Colby, Diana – School Library Research, 2022
The purpose of this study was to examine variables related to teachers' perceptions of the impact of a one-to-one laptop program on learning. The participants were fifty-three high school teachers who taught at a school with a one-to-one laptop program. A mixed-methods design was implemented using a survey designed to determine the teachers'…
Descriptors: School Libraries, Librarians, Library Role, High School Teachers
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Yildiz, Ezgi Pelin – Higher Education Studies, 2022
Arloopa is an augmented reality application that enables the integration of digital content such as images, sounds, texts into real world environments. By another definition the Arloopa app is an AR visualization tool that brings the physical and digital worlds together as one. Arloopa is an augmented reality (AR) and virtual reality (VR) app and…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Katchapakirin, Kantinee; Anutariya, Chutiporn; Supnithi, Thepchai – Education and Information Technologies, 2022
Computational Thinking (CT) has been formally incorporated into the National Curriculum of Thailand since 2017, where Scratch, a block-based visual programming language, has been widely adopted as CT learning environment for primary-level students. However, conducting hands-on coding activities in a classroom has caused substantial challenges…
Descriptors: Computation, Thinking Skills, Programming Languages, Foreign Countries
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Birgin, Osman; Acar, Hatice – International Journal of Mathematical Education in Science and Technology, 2022
The aim of this study is to determine the effect of computer-supported collaborative learning (CSCL) using GeoGebra software on 11th grade students' achievement in exponential and logarithmic functions. This study was carried out with quasi-experimental design consisting of a pre-test and a post-test with the experimental group and the control…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Computer Software, Grade 11
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Adi Badiozaman, Ida Fatimawati; Segar, Augustus Raymond; Hii, John – Innovations in Education and Teaching International, 2022
This paper reports on students' learning experience with a hybrid Augmented Reality (AR) and Virtual Reality (VR) app called the Kuching Heritage App (KHA). We investigated the effect of visualisations, time lapse (i.e., past to present), and the witnessing of historical changes on students' learning experience about cultural heritage. This pilot…
Descriptors: Active Learning, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
Picton, Irene; Clark, Christina; Riad, Lara; Cole, Aimee – National Literacy Trust, 2022
Online environments are an integral part of the lives of many young people. Surveys indicate that almost half of 10 to 15-year-olds in England and Wales spend three or more hours online on a typical school day (Office for National Statistics [ONS], 2021). Concern about the negative impact of the digital world on young people has increased in…
Descriptors: Foreign Countries, Youth, Literacy, Digital Literacy
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