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Mingfeng Xue; Yunting Liu; Xingyao Xiao; Mark Wilson – Journal of Educational Measurement, 2025
Prompts play a crucial role in eliciting accurate outputs from large language models (LLMs). This study examines the effectiveness of an automatic prompt engineering (APE) framework for automatic scoring in educational measurement. We collected constructed-response data from 930 students across 11 items and used human scores as the true labels. A…
Descriptors: Computer Assisted Testing, Prompting, Educational Assessment, Automation
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Omid Noroozi; Golnoush Haddadian; Xingshi Gao; Christian Schunn; Maryam Alqassab; Seyyed Kazem Banihashem – International Journal of Educational Technology in Higher Education, 2025
Generative Artificial Intelligence (GenAI) has sparked a global debate on its potential as a feedback source for students, yet research in this area remains limited. This study explores students' use of GenAI during peer feedback provision. Fifty-four graduate students enrolled in a master's course in the food science domain at a Dutch university…
Descriptors: Artificial Intelligence, Feedback (Response), Peer Evaluation, Graduate Students
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Donggil Song – International Journal of Artificial Intelligence in Education, 2025
Artificial intelligence (AI) applications, including machine learning (ML), have received attention in education, and generative AI-powered chatbots have been adopted in diverse educational settings worldwide. However, the actual use of and perception regarding generative AI chatbots by learners have been under-investigated. To better prepare for…
Descriptors: Trust (Psychology), Undergraduate Students, Artificial Intelligence, Student Attitudes
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Ana Ester Garcia de Paiva Pinheiro; Ana Regina Mizrahy Cuperschmid; Felipe Corres Melachos – Turkish Online Journal of Educational Technology - TOJET, 2025
Furniture assembly is often perceived as a confusing and demotivating task, especially when relying on traditional manuals and/or online videos, which can be mis. Do It Yourself (DIY) furniture manufacturing can be even more challenging, as it requires not only assembly steps but also material fabrication stages, often demanding access to advanced…
Descriptors: Furniture, Computer Simulation, Manufacturing, College Students
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Can Xiao; Han Xie; Jianzhong Hong – European Journal of Psychology of Education, 2025
This study examined how sequential patterns of social regulation types including self-regulated learning (SRL), co-regulated learning (CoRL), and socially shared regulation of learning (SSRL) emerge and interact during online collaborative learning (OCL), and how these patterns relate to different levels of social loafing. Interaction in…
Descriptors: Cooperative Learning, Computer Mediated Communication, Group Dynamics, Group Behavior
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Marcus Messer; Neil C. C. Brown; Michael Kölling; Miaojing Shi – ACM Transactions on Computing Education, 2025
Providing consistent summative assessment to students is important, as the grades they are awarded affect their progression through university and future career prospects. While small cohorts are typically assessed by a single assessor, such as the module/class leader, larger cohorts are often assessed by multiple assessors, typically teaching…
Descriptors: Foreign Countries, Grading, Interrater Reliability, Teaching Assistants
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Laura Landon; Nicole Grames; Maggie Gannon; Addison Jarus; Annie Trezza – Journal of Occupational Therapy Education, 2025
The integration of artificial intelligence (AI) in higher education has garnered much attention, prompting educators to thoughtfully examine its implementation within their curricula. This study explores the perceptions of occupational therapy (OT) students regarding the future integration of a novel, course-specific Anatomy AI chatbot: an…
Descriptors: Occupational Therapy, Allied Health Occupations Education, Artificial Intelligence, Computer Uses in Education
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Zhanara Malikova; Bayan Ualikhanova – International Association for Development of the Information Society, 2025
In recent years, virtual reality (VR) and artificial intelligence (AI) technologies have been widely adopted across various sectors of society, including education. We conducted a practical study to assess the effectiveness of immersive technologies in higher education institutions. The research was carried out over a period of ten weeks. Students…
Descriptors: Energy, Magnets, Higher Education, Computer Simulation
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Mohd Kamal Othman; Rahimah Mat; Kah Ching Sim – Review of Education, 2025
This study reviews the literature on board games for collaborative learning in science education, analysing 76 articles from 2000 to 2024. It examines research methodologies, data collection tools, sample sizes, and data analysis methods, focusing on subject areas and types of board games used. Key findings reveal a predominance of physical…
Descriptors: Educational Games, Computer Games, Cooperative Learning, Science Education
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Rajendran Govender; Ekaterina Rzyankina; Anass Bayaga; Ibrahim Harun – Discover Education, 2025
This research examines the transformative pathways of generative AI tools in the South African higher education landscape, directed by three research questions: (1) specific generative AI tools being utilised, and how are they applied across educational contexts? (2) What are the predominant AI techniques and software tools? (3) What education…
Descriptors: Artificial Intelligence, Technology Uses in Education, Foreign Countries, Higher Education
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Natalie Lander; Tao Zhou; Anna Timperio; Lisa M. Barnett; Yuxin Zhang – Journal of Motor Learning and Development, 2025
Purpose: This study developed and evaluated a video-based machine learning model to automate motor competence assessment and created a user-friendly web platform for teachers and coaches. Methods: A total of 1,063 children (mean age: 7.8 years) performed seven motor skills, recorded on video and assessed by experts using the Test of Gross Motor…
Descriptors: Artificial Intelligence, Computer Uses in Education, Motor Development, Children
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Lutz Terfloth; Vivien Lohmer; Friederike Kern; Carsten Schulte – Informatics in Education, 2025
Transcripts play a crucial role in qualitative research in computing education, with significant implications for the credibility and reproducibility of findings. However, unreflective and inconsistent transcription standards may unintentionally introduce biases, potentially undermining the validity of research outcomes and the collective progress…
Descriptors: Phonetic Transcription, Computer Science Education, Educational Research, Credibility
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Anna Bullo; Peter J. Schulz – Social Development, 2025
Although peer norms significantly influence adolescents' aggressive behaviors, little research compares their effects in online and offline contexts. Specifically, online contexts differ from traditional ones by enabling anonymity and amplifying behavior visibility. These characteristics could alter norm perceptions, reducing or increasing…
Descriptors: Aggression, Bullying, Peer Influence, Behavior Standards
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Kateryna Zabolotna; Liv Nøhr; Megumi Iwata; Daniel Spikol; Jonna Malmberg; Hanna Järvenoja – International Journal of Computer-Supported Collaborative Learning, 2025
Computer-supported collaborative learning (CSCL) offers a modern setting for learners to engage in meaningful (meta)cognitive and socioemotional interactions. However, the task design, not technology alone, significantly shapes students' learning interactions. This study investigates how a conceptual physics task and a hands-on robotics task…
Descriptors: Cooperative Learning, Task Analysis, Learning Processes, Secondary School Students
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Lucas Paulsen; Jacob Davidsen – International Journal of Computer-Supported Collaborative Learning, 2025
The development of immersive virtual reality (IVR) hardware and software has accelerated in recent years. The conceptual vocabulary has, however, not received the same amount of attention, especially in the context of collaborative learning settings. Existing concepts such as immersion, presence and interactivity focus predominantly on the…
Descriptors: Cooperative Learning, Computer Simulation, Simulated Environment, Learning Activities
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