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Ulla Hemminki-Reijonen; Noha M. A. M. Hassan; Minna Huotilainen; Jaana-Maija Koivisto; Benjamin Ultan Cowley – npj Science of Learning, 2025
Emerging technologies are transforming education, necessitating research on their optimal integration. This article introduces an Intelligent Virtual Reality (IVR) approach that incorporates Generative Artificial Intelligence (GAI) through two GAI-powered pedagogical characters, aiming to address educational needs. This qualitative descriptive…
Descriptors: Artificial Intelligence, Computer Simulation, College Instruction, Instructional Design
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Odelia Adler; Nelly Elias – Journal of Children and Media, 2025
This study sheds light on sibling mediation of young children's media use, focusing on older brothers and sisters as significant mediators in imparting preferences, skills, and norms of media use in early childhood. The sample included 20 families with two or three children, one of whom was four to seven years of age and had at least one older…
Descriptors: Foreign Countries, Siblings, Computer Use, Sibling Relationship
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Claire E. Marino; Pavel Rjabtsenkov; Caitlin Sharp; Zonia Ali; Evelyn Pineda; Shreya Y. Bavdekar; Tanya Garg; Kendal Jordan; Mary Halvorsen; Carlos Aponte; Julie Blue; Xi Zhu; Benjamin Suarez-Jimenez – npj Science of Learning, 2025
Using spatial mapping processes to discriminate between threat and safety is crucial for survival. Little is known why some fail to discriminate during contextual conditioning. We used a virtual reality (VR) contextual conditioning paradigm to elucidate the effects of state and trait anxiety on contextual threat learning. Participants (n = 70)…
Descriptors: Computer Uses in Education, Computer Simulation, Educational Research, Spatial Ability
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Lucas Cone; Signe Sophus Lai – Learning, Media and Technology, 2025
In January 2024, the Danish Data Protection Agency issued a landmark ruling, challenging the integration of Chromebook laptops in Danish public schools under the EU's General Data Protection Regulation (GDPR). This article presents a study of the Chromebook case to explore the entanglement of commercial tech infrastructures and welfare state…
Descriptors: Laptop Computers, Computer Uses in Education, Foreign Countries, Public Schools
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Keri M. Guilbault; Yi Wang; Kimberly M. McCormick – Gifted Child Today, 2025
Artificial intelligence (AI) has the potential to revolutionize education by promoting personalized learning experiences and enhancing educators' efficiency. Generative AI tools like ChatGPT are increasingly used by K-12 teachers for lesson planning, differentiated instruction, and automated feedback. This article examines how ChatGPT, in…
Descriptors: Artificial Intelligence, Computer Uses in Education, Secondary School Students, Academically Gifted
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Rebecca L. Hite; Gina M. Childers; Jill Hoffman – International Journal of Science Education, Part B: Communication and Public Engagement, 2025
The transformation of natural history and science museums from receptacles (temples) to facilitators (forums) of knowledge fosters discourse around issues relating to science and society, known as social scientific issues (SSI). To assist guests with enhanced object-based learning, extended reality (XR) technologies are thought to leverage the…
Descriptors: Social Theories, Science and Society, Science Education, Museums
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Jing Huang; Yujie Hu – Journal of Geography in Higher Education, 2025
This systematic review examines the empirical research conducted in the past decade to investigate the application of immersive Virtual Reality (IVR) in geography higher education. Our analysis includes 29 empirical studies published across 25 peer-reviewed articles and delves into IVR applications from four key perspectives: the temporal and…
Descriptors: Computer Simulation, Computer Uses in Education, Geography Instruction, College Instruction
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Feng Guang; Zong Xueliang – Education and Information Technologies, 2025
Traditional higher education in folk dance faces challenges such as limited resources and uneven teaching effectiveness. The introduction of Immersive Virtual Reality (IVR) technology offers potential solutions to these issues; however, there is a lack of research to substantiate its efficacy. Therefore, this study aims to explore the application…
Descriptors: Computer Simulation, Computer Uses in Education, Folk Culture, Dance Education
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Theodore Newfield – Journal of Career and Technical Education, 2025
Heutagogy, or self-determined learning, is a learner-centered educational approach emphasizing autonomy, capability, and lifelong learning. This literature review explores the theoretical foundations of heutagogy, its applications in contemporary education, and its vital role in fostering 21st-century skills such as problem-solving, adaptability,…
Descriptors: Independent Study, 21st Century Skills, Student Centered Learning, Computer Uses in Education
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Sangmin-Michelle Lee – Education and Information Technologies, 2025
Cultural understanding and awareness are crucial for English as a Foreign Language (EFL) learners, yet effective learning of the target culture often remains a challenge in traditional classrooms. Immersive virtual reality (iVR) introduces an innovative avenue for cultural learning by enabling learners to experience the target cultures in a more…
Descriptors: English (Second Language), Second Language Instruction, Computer Simulation, English Literature
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Jian-Qiao Li; Jun Li; Fozia Ghouri; Khalid Mahmood – SAGE Open, 2025
The current study aims to investigate the impact of dyadic learning and digital transformation impact on knowledge exchange in the presence of CPEC as mediator and technological adaptation as moderating factor. The study underscores the critical role of dyadic learning, digital transformation, and technological adoption in optimizing the knowledge…
Descriptors: Cooperative Learning, Foreign Countries, Interpersonal Relationship, Technology Integration
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Ju Ling; Min Gao – International Journal of Information and Communication Technology Education, 2025
This study investigates the integration of computer-aided design (CAD), a technology for creating digital drawings and models, into art education to enhance creativity and improve teaching quality. Utilizing a mixed-methods approach with a cohort of 150 students, the results demonstrate significant advancements in creativity (a 33.3% increase),…
Descriptors: Computer Assisted Design, Art Education, Computer Uses in Education, Creativity
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Abhiru Chathurma Elaphatha; Meran Keshawa Ediriweera – Biochemistry and Molecular Biology Education, 2025
Glycosylation is a biologically significant post-translational modification (PTM) of proteins that involves the covalent attachment of a sugar molecule (a glycan) to a peptide sequence, resulting in the formation of glycoproteins. Glycomics and glycoproteomics involve the complete mapping of glycans of a cell, tissue, or organism.…
Descriptors: Data Analysis, Diseases, Computer Software, Computer Uses in Education
Vagi Bino; Charly Muke; Kay Owens – Mathematics Education Research Group of Australasia, 2025
Teacher education for early childhood education in Papua New Guinea (PNG) has been minimal in the past and this paper reports on workshops in which both quality mathematics education and computers were introduced to teachers in remote areas of PNG. With a lack of funding and time, the logistics of holding the workshops are noted. There were some…
Descriptors: Foreign Countries, Early Childhood Education, Workshops, Mathematics Education
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Yang Gao; Qikai Wang; Xiaochen Wang; Quan Quan – SAGE Open, 2025
This study explores Chinese EFL university teachers' beliefs regarding the integration of Large Language Models (LLMs) into language education, drawing on the Expectancy-Value-Cost (EVC) theory. A total of 298 valid responses were collected via an online questionnaire, and Latent Profile Analysis (LPA) was employed to identify distinct belief…
Descriptors: College Faculty, Language Teachers, English (Second Language), Teacher Attitudes
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