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Rui Li – British Journal of Educational Technology, 2025
Despite the proliferation of help options for computer-based second language (L2) listening comprehension, little attention has been given to a comprehensive understanding of the pedagogical effects. To gain a thorough understanding of the overall and moderator effects, drawing on the activity theory (AT), this study conducted a meta-analysis of…
Descriptors: Computer Assisted Instruction, Second Language Instruction, English (Second Language), Listening Comprehension
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Robin Samuelsson – British Journal of Educational Technology, 2025
Programming is becoming a key subject in early education globally, with surging problems of how computer science can become a subject for children of all ages and backgrounds. Problems of implementing new technologies in the old curricula have long been noted, and lately, concern over computer science education goals is often too narrow and…
Descriptors: Computer Science Education, Play, Early Childhood Education, Technology Integration
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Lauren Eales; Olivia Giammanco; Gail M. Ferguson – Journal of Children and Media, 2025
This study uses both quantitative and qualitative data to examine how screen media use and problematic media use changed over the course of the COVID-19 pandemic (pre-onset, 3-months and 15-months post-onset). We examined changes in screen media use (time spent) and problematic media use (seemingly addicted behavior) in children ages 1.17-11.42…
Descriptors: Computer Use, COVID-19, Pandemics, Addictive Behavior
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Gary D. Fisk – Teaching of Psychology, 2025
Introduction: Recent innovations in generative artificial intelligence (AI) technologies have led to an educational environment in which human authorship cannot be assumed, thereby posing a significant challenge to upholding academic integrity. Statement of the problem: Both humans and AI detection technologies have difficulty distinguishing…
Descriptors: Technology Uses in Education, Writing (Composition), Plagiarism, Identification
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Simone Caso – International Journal of Training Research, 2025
The rapidly evolving domain of military space operations has become increasingly integral to national security and defense strategies. Emerging technologies, including artificial intelligence (AI), simulators and extended reality (XR) tools such as virtual reality (VR) and augmented reality (AR), are revolutionizing how military forces train and…
Descriptors: Armed Forces, Military Training, Artificial Intelligence, Computer Simulation
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Gretchen Hoak – Journalism and Mass Communication Educator, 2025
Using virtual reality (VR), six journalism students were given training on how to cover a protest that turns violent. The goal was to investigate if VR could help increase awareness of and resilience to the physical and psychological dangers of journalistic work. Pre- and post-interviews were analyzed for themes associated with learning and…
Descriptors: Computer Simulation, Journalism, Trauma, Trauma Informed Approach
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Angeles Lopez; M. Asunción Castaño; M. Victoria Ibáñez; Ismael Sanz; Lledó Museros; Reyes Grangel – ACM Transactions on Computing Education, 2025
The Bachelor's Degree in Computer Engineering at University Jaume I has a capstone project in which the student develops, during a 300-hour internship in an enterprise, a real-world project. We collected data for five academic years to analyze the assessment process to propose a new hybrid model, which combines analytic and holistic assessment and…
Descriptors: Capstone Experiences, Internship Programs, Student Projects, Undergraduate Students
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Seyda Gul; Funda Yalinkilic – Education and Information Technologies, 2025
In recent years, 3D printing technology or 3D printing models have become a powerful educational tool used in many fields such as medicine, engineering and science. However, research on the integration of these technologies into formal educational environments and the researches examining their effect on students' learning biology is quite…
Descriptors: Science Education, Science Instruction, Teaching Methods, Biochemistry
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Berker Kurt; Ümit Yildiz; Basak Eda Hanci-Azizoglu; Ersen Vural; Hüseyin Kafes – Psychology in the Schools, 2025
One of the gifts of the Digital Age in the field of literacy is Wattpad, a digital social reading application. The Wattpad platform is the world's largest reading network, with millions of users and diverse content. Within this context of significance and relevance, this study aims to reveal the interactions of adolescents using Wattpad, their…
Descriptors: Adolescents, Reading Habits, Handheld Devices, Electronic Publishing
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Ying-Lien Lin; Wei-Tsong Wang; Zhi-Lun Lai – Education and Information Technologies, 2025
Although some studies have examined the effects of self-regulated learning (SRL) strategies on learning effectiveness, inconsistent results have been reported. Additionally, studies that adopt the perspective of SRL to evaluate the effect of metacognitive skills on students' actual learning effectiveness in digital game-based learning (DGBL)…
Descriptors: Prior Learning, Metacognition, Game Based Learning, Learning Strategies
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Nancy Otero; Stefania Druga; Andrew Lan – Discover Education, 2025
This study introduces an evaluation benchmark for middle school algebra to be used in artificial intelligence (AI) based educational platforms. The goal is to support the design of AI systems that can enhance learners' conceptual understanding of algebra by taking into account learners' current level of algebra comprehension. The dataset comprises…
Descriptors: Benchmarking, Misconceptions, Mathematical Concepts, Secondary School Mathematics
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Ching-Huei Chen; Kun Huang; Po-Hsien Hu; Hannah Krautinger – Education and Information Technologies, 2025
Although proponents of digital game-based learning (DGBL) argue that educational games engage students and afford better learning outcomes, the impact of specific game elements on computational thinking (CT) outcomes and motivation remains unclear. Research suggests that different game elements in DGBL may elicit varying levels of motivation and…
Descriptors: Rewards, Computer Games, Educational Games, Computation
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Jessica Lees; Torsten Ris?r; Linda Sweet; Margaret Bearman – Advances in Health Sciences Education, 2025
The presence of digital technologies in clinical learning environments is increasing. However, there is little research into how technologies influence the interplay between touch and the acquisition of physical examination skills by health professional students. In this study, we aimed to explore how digital technologies feature in clinical…
Descriptors: Clinical Teaching (Health Professions), Computer Uses in Education, Physical Examinations, Medical Education
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Umar Shehzad; Mimi Recker; Jody Clarke-Midura – Assessment in Education: Principles, Policy & Practice, 2025
This study investigates the use of exit tickets as formative assessments in maths-integrated computer science (CS) lessons for grade 5 students. Exit tickets are brief surveys administered immediately after instructional activities. Using structural equation modelling (SEM), we analysed data from 1,067 students to examine the reliability and…
Descriptors: Formative Evaluation, Psychological Patterns, Computer Science Education, Grade 5
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Flora Oswald; Amanda R. Champion; Sean Pearson; Cory L. Pedersen – Journal of Women and Gender in Higher Education, 2025
Technology-facilitated sexualized violence (TFSV) is a growing concern in educational, public health, and public policy spaces, with severe implications for health and well-being. In particular, young adults are at particularly high risk of TFSV victimization, which is compounded by structural sexism, heterosexism, colonialism, racism, and…
Descriptors: Computer Mediated Communication, Antisocial Behavior, Gender Bias, Public Colleges
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