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Soha Rawas – Education and Information Technologies, 2024
Artificial intelligence (AI) technologies have the potential to completely transform how we teach and learn in higher education. ChatGPT, a language model developed by OpenAI, is one such tool that can deliver individualized recommendations to students, increase collaboration and communication, and improve student learning results. However, there…
Descriptors: Higher Education, Artificial Intelligence, Computer Software, Teaching Methods
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Waleed Alenezi – International Journal of Education in Mathematics, Science and Technology, 2024
The present study aimed to assess the potentiality and apprehensions of artificial intelligence (AI) in education. It also investigated the challenges of AI integration into education from the teachers' perspectives. A cross-sectional study design was adopted. Through random sampling, a total of 63 members of faculty were recruited from Kuwait…
Descriptors: Foreign Countries, College Faculty, Teacher Attitudes, Artificial Intelligence
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Patricia Domínguez-Gómez; Flavio Celis d’Amico – Informatics in Education, 2024
The creative programming language Processing can be used as a generative architectural design tool, which allows the designer to write design instructions (algorithms) and compute them, obtaining graphical outputs of great interest. This contribution addresses the inclusion of this language in the architecture curriculum, within the context of…
Descriptors: Undergraduate Students, Architectural Education, Architecture, Courseware
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Mariyam Abdulhadi; Fred Awaah; Deborah Agbanimu; Emmanuel Okyere Ekwam; Emmanuella Sefiamor Heloo – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The lecture method has been compared with teaching methods such as flip learning, cooperative learning and simulations to establish which holds the key to students' understanding of concepts. What is bereft in the education literature is its comparative efficiency with the culturo-techno contextual approach (CTCA) in the teaching of…
Descriptors: Foreign Countries, Developing Nations, Computer Science Education, Cultural Context
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Ai-Chu Elisha Ding – Distance Learning, 2024
The rapid evolution of communication technologies, compounded by the impact of the COVID-19 pandemic, has significantly expanded the utilization of virtual learning formats such as online, blended, and hybrid learning across various educational levels and settings. Nevertheless, the shift to virtual learning has presented challenges for many…
Descriptors: Translation, Multilingualism, Electronic Learning, Second Language Learning
Deborah Denise Floyd – ProQuest LLC, 2024
Research has shown that new graduate registered nurses (NGRNs) do not possess the critical thinking skills needed to provide adequate patient care upon entrance into the workforce. Today's healthcare facilities demand that NGRNs possess the critical thinking skills that will allow them to apply their knowledge to patient care situations.…
Descriptors: Critical Thinking, Nurses, Thinking Skills, Skill Development
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
Xiaomeng Zhang – ProQuest LLC, 2024
Guided by both the interactionist and sociocultural learning theories, this study investigates the interactive communications in text-based synchronous computer-mediated communication (SCMC) and face-to-face (FTF) oral communication environments and the impacts they bring to subsequent L2 Chinese speaking. Learners' perspectives on using…
Descriptors: Synchronous Communication, Computer Mediated Communication, Interpersonal Communication, Oral Language
Stephanie Jeanelle Kinzinger – ProQuest LLC, 2024
This dissertation examines the possibilities and anxieties that attend a notion haunting Western thought since at least Kant--that reality itself is a revisable construct, a kind of collective game with social and physical rules that simultaneously delimit and solicit radical interactivity. Investigating experiments in the gamification of reality…
Descriptors: Philosophy, Phenomenology, Experience, Games
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Albena Nakova; Emilia Chengelova; Valentina Milenkova – International Association for Development of the Information Society, 2024
This article focuses on the work of teachers in the conditions of mobile learning, since teachers perform various activities related to preparation of classes, training and students' assessment in digital learning environment. The analysis emphasizes the fact that the responsibilities of modern teachers are becoming more complicated, following the…
Descriptors: Handheld Devices, Telecommunications, Teaching Methods, Educational Environment
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Mia Carapina; Klaudio Pap – International Association for Development of the Information Society, 2024
This paper introduces CoCo, a system designed to support and encourage collaborative learning among colocated students sharing a single mobile device. It provides teachers with the possibility to create digital lessons, configure parameters for collaborative activities such as the number of students and tablets, and monitor students' progress. On…
Descriptors: Cooperative Learning, Handheld Devices, Teaching Methods, Learning Management Systems
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Natalie Bidnick Andreas – Journal of Faculty Development, 2024
The emergence of digital communication channels has transformed faculty development, offering new opportunities for networking and collaboration. This paper explores successful practices for promoting connection and belonging among faculty members through platforms like Slack and Discord. Key strategies include creating dedicated channels for…
Descriptors: Faculty Development, Computer Mediated Communication, Communities of Practice, Sense of Community
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Ignacio Villagran; Rocio Hernandez; Gregory Schuit; Andres Neyem; Javiera Fuentes-Cimma; Constanza Miranda; Isabel Hilliger; Valentina Duran; Gabriel Escalona; Julian Varas – IEEE Transactions on Learning Technologies, 2024
This article presents a controlled case study focused on implementing and using generative artificial intelligence, specifically large language models (LLMs), in physiotherapy education to assist instructors with formulating effective technology-mediated feedback for students. It outlines how these advanced technologies have been integrated into…
Descriptors: Artificial Intelligence, Physical Therapy, Technology Uses in Education, Case Studies
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Aranka Bijl; Bernard P. Veldkamp; Saskia Wools; Sebastiaan de Klerk – Educational Technology Research and Development, 2024
The systematic literature review (1) investigates whether 'serious games' provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the…
Descriptors: Educational Games, Student Evaluation, Evaluation Methods, High Stakes Tests
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Kevin R. Glover; Alec Bodzin – Career and Technical Education Research, 2024
Little is known about the motivational factors or design features that might lead female career and technical education (CTE) health sciences students to persist in self-regulated engagement to win state achievement in serious simulation games (SSGs). In this study, 12th grade female CTE health sciences students played a 3-Level hand hygiene SSG…
Descriptors: Grade 12, Females, Vocational Education, Health Sciences
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