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Anita Chadha – Journal of Educators Online, 2025
Research finds that engaging students in online deliberations requires three components: (1) designing a space specifically for deliberations, (2) a structured pattern that requires consistent interactions, and (3) a process guided by academically guided outcomes. Using these three components, deliberations become a routine where students share…
Descriptors: Computer Mediated Communication, Discussion, College Students, Interaction
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Pia Bsdurrek; Michael Meng – Journal of Technical Writing and Communication, 2025
Simplified user interfaces (SUIs) refer to a new design technique in technical communication that simplifies screenshots by removing irrelevant elements and highlighting only the essential information. While there is consensus on the benefits of signaling in multimedia learning, there is currently no empirical evidence on the effects of SUIs on…
Descriptors: Computer Software, Tutorial Programs, Eye Movements, Visual Aids
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Lauren Gardner; Jonathan M. Campbell – Journal of Autism and Developmental Disorders, 2025
Prevalence rates of autism spectrum disorder (ASD) across the globe and lifespan suggest that law enforcement officers (LEOs) are likely to interact with autistic people in their professional duties. In developed countries, LEOs have professional encounters with autistic individuals, and research strongly supports LEOs need training to increase…
Descriptors: Police Education, Autism Spectrum Disorders, Knowledge Level, Self Efficacy
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Hanshu Zhang; Ran Zhou; Cheng-You Cheng; Sheng-Hsu Huang; Ming-Hui Cheng; Cheng-Ta Yang – Cognitive Research: Principles and Implications, 2025
Although it is commonly believed that automation aids human decision-making, conflicting evidence raises questions about whether individuals would gain greater advantages from automation in difficult tasks. Our study examines the combined influence of task difficulty and automation reliability on aided decision-making. We assessed decision…
Descriptors: Task Analysis, Difficulty Level, Decision Making, Automation
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Justin Zumwalt; Ashley Keener – Discover Education, 2025
The first two years of undergraduate medical education include foundational science and clinical training such as accurately interpreting electrocardiograms (ECGs). ECG education is traditionally delivered via lecture-based presentations in a formal classroom setting. However, students are increasingly finding mobile apps to be instructive to use…
Descriptors: Undergraduate Students, Medical Students, Medical Education, Computer Oriented Programs
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Sultan Narin; Zeynep Comert; Yavuz Samur – Turkish Online Journal of Distance Education, 2025
The metaverse, which has a history of about thirty years in written literature, became the agenda of humanity again in the first quarter of the twenty-first century. Although it seems almost impossible today to draw the boundaries of the experience that this technology, which arouses great excitement, will offer, it is possible to say that…
Descriptors: Teacher Attitudes, Technology Uses in Education, Affordances, Barriers
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Christian Seiberling; Simone Kauffeld – International Journal of Training and Development, 2025
The purpose of this study was to identify factors linked with e-learning utilization. This empirical study (N = 381) was conducted in partnership with a German bank and measured e-learning utilization as the degree to which participants thoroughly completed an extensive number of automatically provided e-learning courses on new banking software.…
Descriptors: Electronic Learning, Banking, Computer Software, Workplace Learning
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Mohd Kamal Othman; Rahimah Mat; Norehan Zulkiply – Education and Information Technologies, 2025
This research addresses the critical need for robust usability evaluation tools in Wearable Virtual Reality Educational Applications. We developed a comprehensive set of Wearable Virtual Reality Educational Applications usability heuristics through a multi-stage process. Initial heuristics were established through a literature review. Validation…
Descriptors: Assistive Technology, Computer Simulation, Technology Uses in Education, Usability
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Hajj-Hassan Mira; Rawad Chaker; Impedovo Maria; Hoyek Nady – Journal of Computing in Higher Education, 2025
In recent years, embodied learning has gained currency in the field of education, allowing interactivity between users, thus contributing to collaborative learning in the flow of embodied immersive technology. Evidence based studies conducted in this field tackled the effectiveness of this approach on students' performance and learning outcomes in…
Descriptors: Cooperative Learning, STEM Education, Higher Education, Technology Uses in Education
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Wei Dong; Yongjie Li; Nengbao Yu; Zifei Dong – Asia-Pacific Education Researcher, 2025
Immersive virtual reality (IVR) has been widely used in vocational education and training. However, its effectiveness in combination with other forms of teaching remains under-explored, especially concerning learning sequence priority. We aimed to examine the effectiveness of IVR in vocational education and the influence of varying learning…
Descriptors: Computer Simulation, Job Skills, Job Training, Visual Aids
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Simon Kitto; H. L. Michelle Chiang; Olivia Ng; Jennifer Cleland – Advances in Health Sciences Education, 2025
There is a long-standing lack of learner satisfaction with quality and quantity of feedback in health professions education (HPE) and training. To address this, university and training programmes are increasingly using technological advancements and data analytic tools to provide feedback. One such educational technology is the Learning Analytic…
Descriptors: Feedback (Response), Learning Analytics, Educational Technology, Allied Health Occupations Education
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Ville Isomöttönen; Antti Jussi Lakanen; Elina Valkonen – ACM Transactions on Computing Education, 2025
Identity has received ample attention in computing education research from the viewpoint of "computing identity" and broadening participation, while more attention has been called for to clarify its role. We looked into identity development in the context of Computer Science 1 (CS1) based on Marcia's identity statuses and subsequent…
Descriptors: Computer Science Education, Self Concept, Self Efficacy, College Students
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Jenna S. Abetz – Learning Disabilities: A Multidisciplinary Journal, 2025
The last decade has seen the proliferation of hundreds of thousands of online support groups, fostering new opportunities for parents of children with learning disabilities to access to information, advice, and support online. The aim of this qualitative study was to explore the messages of social support exchanged by parents of children with…
Descriptors: Social Support Groups, Mothers, Children, Dyslexia
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Anu Lehikko; Heli Ruokamo – Designs for Learning, 2025
The best instructional practices for immersive virtual reality (IVR) use in workplace learning contexts remain undefined after decades of research. Increasing the methodological range and rigor in the study of educational IVR have been proposed. To address these issues, we performed a qualitative study that contributed to the development of a…
Descriptors: Safety Education, Educational Objectives, Teaching Models, Computer Simulation
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Atthaphon Wongla; Pinanta Chatwattana; Pallop Piriyasurawong – Journal of Education and Learning, 2025
The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process…
Descriptors: Artificial Intelligence, Gamification, Experiential Learning, Problem Solving
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