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Hector Serrato Giron – ProQuest LLC, 2023
The COVID-19 pandemic has caused diverse social, economic, and political challenges. The particular challenge that was the focus of this study is the upsurge in electronic use and consequent upsurge in electronic waste. This was caused by the implementation of online instructional delivery processes during COVID-19 (Ermakova, 2021), the switch to…
Descriptors: School Districts, COVID-19, Pandemics, Electronics
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Murat Adnan Tamer; Nesrin Özdener – Online Submission, 2023
Physical programming (PP) is defined as the design of interactive physical systems between the real and virtual worlds using a combination of software and hardware. A physical programming platform (PPP) defines a structure that includes hardware and software where such applications can be made. The aim of this study is to introduce the MIDEP…
Descriptors: Programming, Computer Science Education, Kindergarten, Elementary Secondary Education
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Yang Haodong; Liu Jialin; Wang Gaofeng – Research in Higher Education, 2025
With the increasingly prominent characteristics of data-intensive and AI-driven scientific paradigms, computing power has become a crucial pillar of research activities. This study aims to examine the knowledge innovation effects of university supercomputing development by theoretically proposing two mechanisms: the efficiency effect (including…
Descriptors: Foreign Countries, Universities, Computers, Innovation
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Hanchen David Wang; Siwoo Bae; Xutong Sun; Yashvitha Thatigotla; Meiyi Ma – Grantee Submission, 2025
Wearable sensor technology has significantly enhanced healthcare quality, including physical therapy. However, due to the design of current deep learning models, existing works often ignore the unique variations of rest intervals between repetitions and variations in individual user progress, potentially hindering effective therapy outcomes. To…
Descriptors: Physical Therapy, Exercise, Artificial Intelligence, Measurement Equipment
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Yue Li; Mikael Johansson; Andrey R. Nikolaev – npj Science of Learning, 2025
Contextual shifts are crucial for episodic memory, setting event boundaries during event segmentation. While lab research provides insights, it often lacks the complexity of real-world experiences. We addressed this gap by examining perceptual and conceptual boundaries using virtual reality (VR). Participants acted as salespeople, interacting with…
Descriptors: Memory, Computer Simulation, Context Effect, Adults
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Katie Day Good; Michelle Ciccone – Journal of Media Literacy Education, 2025
In this essay, we introduce "media quiteracy," which we use to conceptualize and describe the valuable learning that can happen through the refusal to take up new media or the act of pausing or ceasing its use. We see media quiteracy as an active and generative approach to learning and argue for its inclusion in the media literacy…
Descriptors: Media Literacy, Digital Literacy, Computer Use, Resistance (Psychology)
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Riche Cynthia Johan; Gema Rullyana; Rudi Susilana; Mario Emilzoli – Journal of Education and Learning (EduLearn), 2025
The objective of this study is to conduct a comprehensive review of research on "Micro-credentials in higher education" by doing a bibliometric analysis of 85 journal articles published between 2015 and 2023, obtained from the Scopus database. This study focuses on quantifying the number of publications and citations, as well as…
Descriptors: Microcredentials, Higher Education, Research and Development, School Role
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Rachael Adlington; Frances Quinn; Jennifer Charteris; Nadya Rizk; Catherine Rita Volpe – Australian Educational Researcher, 2025
As professional learning and development (PLD) for teachers moves online, it is increasingly important to consider what constitutes effective provision. While models of effective PLD abound, online PLD faces challenges to participant engagem ent. In particular, the critical need to build and maintain relationships in professional learning is…
Descriptors: Interpersonal Relationship, Teacher Participation, Electronic Learning, Faculty Development
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Anduamlak Abebe Fenta – Discover Education, 2025
Generative AI systems, such as ChatGPT and Bard, can significantly enhance education by providing personalized learning experiences. They can tailor content, quizzes, and explanations to individual students; act as virtual tutors, and offer instant feedback. However, privacy concerns have arisen because of the need for personal data. Ensuring…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Software, Synchronous Communication
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Esther H. Bisschops; Noud Frielink; J. Clasien de Schipper; Carlo Schuengel; Petri J. C. M. Embregts – Journal of Applied Research in Intellectual Disabilities, 2025
Background: The Needs Assessment Framework (NAF) stimulates awareness of care staff to consider perspectives of clients with intellectual disabilities in decisions on involuntary care. We explored the effect of implementers' participation in a Virtual Community-of-Practice (VCoP) for designing implementation plans, on NAF implementation and staff…
Descriptors: Communities of Practice, Intellectual Disability, Social Services, Computer Mediated Communication
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Xiaoyi Li; Yongbin Hu; Xianmin Yang; Xinyu Bi; Jinying Zhang; Pengrui Tao – Education and Information Technologies, 2025
Virtual reality (VR) has become a promising tool for enhancing social skills in special education, K-12 education, and post-secondary education. However, there is a lack of comprehensive meta-analyses examining the effectiveness of VR social skills training and the factors that moderate its efficacy. In this study, a meta-analysis approach was…
Descriptors: Computer Simulation, Interpersonal Competence, Instructional Effectiveness, Technology Uses in Education
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Na Dong; Suebsiri Saelee – International Journal of Education and Literacy Studies, 2025
In the contemporary context of rapid digitalization and evolving youth interests, traditional art forms such as Nanjing Paper-Cutting face significant challenges in preserving their cultural significance. This study explores the semantic transformation of Nanjing Paper-Cutting symbols within digital games and their potential value in cultivating…
Descriptors: Art, Paper (Material), Cultural Awareness, Computer Games
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Mahao Mahao; Julia Chere-Masopha – Discourse and Communication for Sustainable Education, 2025
Digital literacy has become crucial for functionality and productivity in academics, work, and everyday community lives. However, easy access to digital technologies, accompanied by limited digital literacy, can expose users to the dangers that lurk in the digital world. Young people, who are frequent users of these technologies yet have less…
Descriptors: Student Teachers, Student Attitudes, Computer Security, Foreign Countries
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Isabelle Gross; Su-hua Wang – Journal of Children and Media, 2025
As technology becomes ubiquitous in the homes of many families, children learn to incorporate touchscreen devices into their everyday activities. The present study explored young children's role in shaping their gaming experience to maintain social interactivity. Twenty-nine children at 2.5 years old in the U.S. played a non-educational game on a…
Descriptors: Toddlers, Handheld Devices, Interpersonal Relationship, Computer Games
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Leanna Rudin – Studies in Applied Linguistics & TESOL, 2025
This study investigates iMessage Tapbacks (e.g., [heart], [thumb up], !!) as "sequence-closing seconds," or minimal responses that fulfill conversational obligations in text-based group chats. Through conversation analysis of three group conversations, the analysis demonstrates how Tapbacks operate as efficient second pair-parts (2pps)…
Descriptors: Synchronous Communication, Visual Aids, Discourse Analysis, Groups
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