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Walkington, Candace; Gravell, Jamie; Velazquez, José A.; He, Tianyu; Hickey, George; Nathan, Mitchell J.; Cuevas, Anthony – Grantee Submission, 2021
Augmented Reality (AR) and Virtual Reality (VR) platforms now support shared, immersive experiences that enable people to directly physically and perceptually engage with mathematical objects, including shared objects. These new forms of AR/VR technology -- which we call "shared holographic AR/VR" (shAR) -- enable multiple learners to…
Descriptors: Cooperative Learning, Electronic Learning, Computer Simulation, Mathematics Education
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Jennifer M. Blaney; Theresa E. Hernandez; David F. Feldon; Annie M. Wofford – Community College Review, 2025
Research Questions: While community college transfer (i.e., upward transfer) represents an important mechanism for advancing equity across STEM fields, existing studies of gender and women's participation within computer science have largely excluded the perspectives of upward transfer students. We address this gap in the literature by exploring…
Descriptors: Transfer Students, STEM Education, Gender Differences, Computer Science Education
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Lukáš Vízek; Libuše Samková; Jon R. Star – International Journal of Mathematical Education in Science and Technology, 2025
This contribution focuses on reasoning about quadrilaterals provided by lower secondary school students when working with pre-prepared dynamic constructions. On this topic, we present an exploratory empirical qualitative study carried out within a GeoGebra Classroom environment, and our diagnostic instrument consists of a set of dynamic…
Descriptors: Geometric Concepts, Secondary School Students, Foreign Countries, Logical Thinking
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Ata Jahangir Moshayedi; Atanu Shuvam Roy; Zeashan Hameed Khan; Hong Lan; Habibollah Lotfi; Xiaohong Zhang – Education and Information Technologies, 2025
In this paper, a secure exam proctoring assistant 'EMTIHAN' (which means exam in Arabic/Persian/Urdu/Turkish languages) is developed to address concerns related to online exams for handwritten topics by allowing students to submit their answers online securely via their mobile devices. This system is designed with an aim to lessen the student's…
Descriptors: Computer Assisted Testing, Distance Education, MOOCs, Virtual Classrooms
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Swarupa Asish Dash; S. Vijayakumar Bharathi – Journal of Educators Online, 2025
In today's fast-paced digital world, understanding Artificial Intelligence (AI) is crucial for management students. This paper explores using the Turing test, a famous method to see if AI can act like a human, as a key tool in management education. The focus is on how this test can help students learn about AI more deeply. This paper introduces an…
Descriptors: Artificial Intelligence, Business Education, Digital Literacy, Critical Thinking
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Seyedeh Toktam Masoumian Hosseini; Karim Qayumi; Ata Pourabbasi; Elnaz Haghighi; Babak Sabet; Alireza Koohpaei; Zahra Shafiei; Mohsen Masoumian Hosseini; Parniya Nemati – Discover Education, 2025
Background: This study aims to explore the diverse applications of contemporary technological innovations in education and to propose effective strategies for their integration into the curriculum, addressing the complexities and collaborative efforts required for meaningful learning experiences. Methods: This systematic review examines the…
Descriptors: Technology Integration, Educational Technology, Artificial Intelligence, Computer Simulation
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Theresa Dechamps; Alexander Skulmowski – Educational Psychology Review, 2025
The generative learning strategy of learning by drawing has received increased attention in recent years. Although this strategy is regularly used by educators, the literature suggests that the effectiveness of the method depends on several factors. In this review, we highlight recent research trends and methodological progress within the field.…
Descriptors: Freehand Drawing, Teaching Methods, Computer Graphics, Learning Strategies
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Thada Jatnkoon; Kitsadaporn Jantakun; Thiti Jantakun; Rungfa Pasmala – Higher Education Studies, 2025
This research addresses the pressing need for innovative educational frameworks that foster creativity and innovation in online learning environments. The study develops and validates a comprehensive model integrating STEAM education, micro-learning principles, and augmented reality (AR) technology within massive open online courses (MOOCs).…
Descriptors: STEM Education, Art Education, MOOCs, Creativity
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Melinda Russell-Stamp; Jean R. Norman; Kennedy Parker – International Journal for the Scholarship of Teaching and Learning, 2025
Role-playing using avatars has been demonstrated as effective, but it has not been compared to role-playing with a live actor. In this study, undergraduate psychology students (N=93) conducted a clinical interview in a role-play with an avatar or live actor. Mixed methods included a survey and written reflection. The study found no differences in…
Descriptors: Role Playing, Undergraduate Students, Clinical Psychology, Student Attitudes
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Kevser Hava; Mete Akcaoglu – Journal of Teacher Education and Educators, 2025
In this quasi-experimental study, we examined the effect of a self-reflection activity on the utility value of pre-service teachers in teaching game design. A pretest-posttest design was used to determine any differences associated with the intervention. 129 pre-service teachers from different majors participated in the study. The participants…
Descriptors: Preservice Teachers, Teacher Attitudes, Reflection, Computer Games
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Mark Mohan Kaggwa; Precious Agboinghale; Diana Marginean; Gary Andrew Chaimowitz; Andrew Toyin Olagunju – Discover Education, 2025
This article explores the integration of virtual reality (VR) in medical education, highlighting its transformative potential and benefits over traditional teaching methods. While VR enhances skills acquisition and patients interaction competencies, challenges such as high upfront costs, misconceptions, and unequal access remain. The incorporation…
Descriptors: Computer Simulation, Medical Education, Technology Uses in Education, Physical Environment
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Simon Ntumi – Discover Education, 2025
This study investigated the impact of AI-powered adaptive testing on student academic performance and test anxiety, comparing its effectiveness to traditional testing methods. Using a quantitative research approach, hierarchical regression analysis was employed to examine the influence of adaptive testing on student outcomes, controlling for…
Descriptors: Adaptive Testing, Computer Assisted Testing, Artificial Intelligence, Test Anxiety
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Guodong Yang; Yan Yan; Shaoqing Guo; Xiaodong Wei – IEEE Transactions on Learning Technologies, 2025
In early education, reading difficulties can lead to negative outcomes. Augmented reality (AR) storybooks combine the benefits of e-books and print books, significantly aiding children's reading skills and gaining recognition from scholars and educators. However, the existing AR storybooks often overlook the design of interactive features, which…
Descriptors: Computer Simulation, Story Reading, Books, Childrens Literature
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Derya Evgin; Kizbes Meral Kiliç; Adem Sümen – Psychology in the Schools, 2025
The aim of this study is to examine the prevalence of social media use disorder among adolescents and to investigate the relationship between social media use, level of cyber human values, cyberbullying, or cybervictimization. This study employed a cross-sectional design, with 1571 adolescents enrolled in high school participating in the…
Descriptors: Social Media, Addictive Behavior, High School Students, Bullying
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Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
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