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Domenic DeSocio – Unterrichtspraxis/Teaching German, 2024
Immersive virtual reality (iVR) is a novel form of computer technology that promises to transform not only the delivery of language and cultural instruction but also how students produce language. The existing, yet limited, scholarship on the applications of iVR in the language classroom suggests affective and cultural benefits (e.g., increased…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Second Language Learning
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Taha Oruç; Özgen Korkmaz; Murat Kurt – International Journal of Technology in Education and Science, 2024
The aim of this study is to examine primary school students' views on artificial intelligence. Phenomenology design, one of the qualitative research methods, was used in the study. The study was conducted with 25 fourth grade students. The participants of the study were determined using the criterion sampling method, one of the purposeful sampling…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Student Attitudes
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Jorge Gaona; Silvia Soledad López; Elizabeth Montoya-Delgadillo – International Journal of Mathematical Education in Science and Technology, 2024
In this paper we studied the personal mathematical work of 14 students in initial teacher training, in their first year of studies at a public university in Chile, based on two tasks on complex numbers. These tasks were set in a Computer Aided Assessment System (CAA) based on Moodle and Wiris and it was proposed to solve them using different…
Descriptors: Preservice Teacher Education, Preservice Teachers, Numbers, Educational Technology
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Charlaine Perez; Joseph Jay Alvarez; Aries Carbungco; Jozel Due; Critanya Milles Ochoa; Michael Louie Celis; Joseph Lobo – Journal of Learning for Development, 2024
This quantitative-correlational study aimed to examine the relationship between online game addiction and mental well-being of high school students from Angeles City, in the Philippines, during the COVID-19 pandemic. To obtain data from the respondents, the Internet Gaming Disorder Scale--Short-Form and Depression, Anxiety, and Stress Scale…
Descriptors: Computer Games, Video Games, Addictive Behavior, Mental Health
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Jonathan Troup; Hortensia Soto; Aubrey Kemp – International Journal of Research in Undergraduate Mathematics Education, 2024
This study investigates the embodied, symbolic, and formal reasoning of two fourth-year university students while exploring geometric reasoning about the Cauchy-Riemann equations with the aid of "Geometer's Sketchpad (GSP)." These students participated in a teaching activity designed to encourage shifts between embodied, symbolic, and…
Descriptors: Mathematics Skills, Thinking Skills, Skill Development, Geometry
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Riski Lestiono; Sangmin-Michelle Lee – JALT CALL Journal, 2024
Public speaking often imposes a nerve-wracking atmosphere in the L2 classrooms. Consequently, an alternative to the anxiety-arousing activity by using advanced technology for pedagogy is urgent. Prior publications reported the use of virtual reality (VR) for training public speaking and alleviating students' public speaking anxiety (PSA). However,…
Descriptors: Computer Simulation, Therapy, Behavior Modification, Public Speaking
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Jana Chi-San Ho; Catherine McBride; Kelvin Fai Hong Lui – Reading and Writing: An Interdisciplinary Journal, 2024
Word reading fluency is crucial for early L2 development. Moreover, the practice of digital reading has become increasingly common for both children and adults. Therefore, the current study investigated factors that explain digital word reading fluency in English (L2) among Chinese children from Hong Kong. Eighty-six children (age: M = 9.78, SD =…
Descriptors: Reading Fluency, Second Language Learning, English (Second Language), Reading Skills
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Jianli Shi; Jirarat Sitthiworachart; Jon-Chao Hong – Education and Information Technologies, 2024
Given that project-based learning (PjBL) allows for hands-on application in realistic contexts and that immersive virtual reality (iVR) allows learners to interact with multiple modalities of information and immerse in a real-world English environment, this study investigates how incorporating iVR technology into PjBL contexts affects students'…
Descriptors: Active Learning, Student Projects, Oral Language, Language Skills
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J. Bradley Barger; Danielle N. Edwards – Anatomical Sciences Education, 2024
Skull anatomy is a difficult region for anatomy students to learn and understand but is necessary for a variety of health professional students. To improve learning, a 3D-printed human skull was developed, produced, and distributed to a course of 83 dental students for use as a take-home study tool over the 10-week anatomy course. The 70% scale…
Descriptors: Anatomy, Student Attitudes, Dental Schools, Computer Software
Beth Ann Kelley – ProQuest LLC, 2024
The purpose of this qualitative single case study was to explore pre-licensure Bachelor of Science in Nursing (BSN) students' knowledge of mindfulness meditation (MM) using a smartphone app (SMA) to manage stress and promote resilience. Guiding this study was the transactional model of stress, adaptation, and coping by Lazarus and Folkman (1984)…
Descriptors: Metacognition, Nursing Education, Undergraduate Students, Telecommunications
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Mark D. Griffiths; Hale Savci; Mustafa Savci – International Journal of Contemporary Educational Research, 2024
Recent studies have consistently demonstrated that antisocial behaviors occur in online environments. Although online antisocial behavior has a long history, it appears to have become more widespread in recent years due to the widespread use of online social networks. Although there are established criteria and instruments assessing antisocial…
Descriptors: Adolescents, Antisocial Behavior, Bullying, Social Networks
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Lara Checa-Domene; Inmaculada García-Martínez; Óscar Gavín-Chocano; Marina García-Valdecasas Prieto – European Journal of Special Needs Education, 2024
The irruption of Information and Communication Technologies in society in general, and immersive technology, in particular, are playing an important role in the educational field, among other reasons, due to the way they favour the inclusion of students with Special Educational Needs. The main objective was to carry out a systematic review of the…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Special Education
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Ünal Çakiroglu; Merve Aydin; Yasemin Köroglu; Merve Ayvaz Kina – Interactive Learning Environments, 2024
This study examines the effectiveness of using augmented reality (AR) in gaining historical empathy skills. AR cards were used in different periods of the history lesson. A mixed design method including pre-test and post-test is used to A mixed methods research design with pre-test and post-test is used to determine the developments in empathy…
Descriptors: Computer Simulation, Empathy, Teaching Methods, Technology Uses in Education
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Marilyn Campbell; Elizabeth J. Edwards; Donna Pennell; Shiralee Poed; Victoria Lister; Jenna Gillett-Swan; Adrian Kelly; Dajana Zec; Thuy-Anh Nguyen – Journal of Psychologists and Counsellors in Schools, 2024
Public opinions are divided on the relative benefits versus harms of allowing mobile phones in schools. When debating the consequences of mobile phones in schools, politicians often argue that students' use of mobile phones distract from their learning, increase cyberbullying and lead to poor mental health outcomes. We conducted a scoping review…
Descriptors: Telecommunications, Handheld Devices, School Policy, Student Rights
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Cixiao Wang; Yaqian Xu – Interactive Learning Environments, 2024
Different from the group formation approaches led by teachers, learners' generative learning objectives and the independent choice of collaborative partners are important in the Internet learning environment. This study takes the cMOOC (connectivist massive open online course) 5.0 "Internet + education: dialogue between theory and…
Descriptors: Open Education, Computer Mediated Communication, Cooperative Learning, Social Networks
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