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Jennifer Billinson – New Directions for Student Leadership, 2025
This article analyzes how TikTok can be situated as a space for learning and analyzing critical leadership skills in the classroom and beyond. While the platform has earned criticism from a variety of angles (including fears over media effects and the pervasiveness of the algorithm), I argue the popularity of the app positions it as one of the…
Descriptors: Leadership Training, Social Media, Leadership Qualities, Computer Oriented Programs
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Malte Rolf Teichmann – IEEE Transactions on Learning Technologies, 2025
Due to the rise of virtual reality and the--at least now--hypothetical construct of the Metaverse, learning processes are increasingly transferred to immersive virtual learning environments. While the literature provides few design guidelines, most papers miss an application and evaluation description of the design and development processes. As a…
Descriptors: Instructional Design, Computer Simulation, Educational Environment, Learning Processes
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Sedigheh Karimpour; Ehsan Namaziandost; Hossein Kargar Behbahani – Journal of Educational Computing Research, 2025
As an integral part of dynamic assessment, computerized dynamic assessment (CDA) offers learners computer-assisted automated mediation. Accordingly, the possible efficacy of corrective feedback seems to be enhanced with new technologies, such as artificial intelligence tools, that offer automatic corrective feedback. Using technology-enhanced…
Descriptors: Computer Assisted Testing, Feedback (Response), Language Acquisition, Electronic Learning
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Beyza Aksu Dunya; Stefanie Wind – International Journal of Testing, 2025
We explored the practicality of relatively small item pools in the context of low-stakes Computer-Adaptive Testing (CAT), such as CAT procedures that might be used for quick diagnostic or screening exams. We used a basic CAT algorithm without content balancing and exposure control restrictions to reflect low stakes testing scenarios. We examined…
Descriptors: Item Banks, Adaptive Testing, Computer Assisted Testing, Achievement
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Hans Humenberger – International Journal of Mathematical Education in Science and Technology, 2025
Hands-on experiments with overturning some prisms (partially filled with water) lead students to a conjecture which can be confirmed by using a 3D geometry programme and reinterpreting the process of "overturning of a prism" in an appropriate way. But such confirmations are not a proof and particularly cannot answer the question…
Descriptors: Geometry, Mathematics Instruction, Computer Software, Mathematical Logic
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L. H. A. Monteiro – International Journal of Mathematical Education in Science and Technology, 2025
Cybersex is the use of the Internet and its services to achieve sexual arousal and pleasure. This use, however, can become excessive and uncontrolled. Common consequences of a problematic engagement in online sexual activities are the deterioration of real-life romantic relationships and the occurrence of sexual dysfunctions, even in young…
Descriptors: Mathematical Models, Internet, Computer Mediated Communication, Sexuality
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Bugra Akay; Mehmet Ceylan; Sinan Ayan; Hakan Dündar; Atilla Altun – International Electronic Journal of Elementary Education, 2025
The concept of play has long been recognized as a fundamental aspect of child development because it promotes learning and cognitive development, and is useful for social skills and motivation. Thus, it has attracted the attention of researchers in many scientific fields such as maths, physical education, artificial intelligence and…
Descriptors: Children, Play, Research, Games
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Jiun-Yu Wu; Yuan-Hsuan Lee; Ching Sing Chai; Chin-Chung Tsai – Educational Researcher, 2025
This conceptual article explores shared epistemic agency between humans and generative artificial intelligence (GenAI), emphasizing the need to foster active human epistemic agency through adaptive epistemic stances. We propose a framework incorporating epistemic stances in interactions with GenAI, drawing on Tsai's (2004) work to explore the…
Descriptors: Artificial Intelligence, Personal Autonomy, Epistemology, Interaction
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Jinqi Ding; Quanlei Yu; Suping Sun; Wanjun Zhou; Qingbai Zhao; Suo Jiang – Journal of Creative Behavior, 2025
The relationship between online game use and creativity remains contentious. Self-worth orientation theory suggests that online gaming can fulfill individual self-worth needs, implying that self-worth may moderate this relationship. Study 1 assessed online game use, self-worth, and creativity among 184 college students through a cross-sectional…
Descriptors: Self Concept, Value Judgment, Video Games, Computer Games
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Shin-Shing Shin; Yu-Shan Lin; Yi-Cheng Chen; Wei-Ru Chiou – Journal of Engineering Education, 2025
Background: Learners of database courses usually encounter difficulties in building entity-relationship (ER) models and relational models for database problems. These difficulties may arise because of semantic gaps between the stages of database design. To investigate this issue, we employed semantic network theory--particularly the concept of…
Descriptors: Database Design, Semantics, Computer Science Education, Networks
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Leevesh Pokhun; Yasser M. Chuttur – International Journal of Bullying Prevention, 2025
The ability to reach a large number of users on social networking sites makes it easy for anyone to be exposed to a phenomenon known as cyberbullying. To address this issue, researchers have proposed different classification models for the automatic detection of cyberbullying using machine learning. Yet, the state of incidents related to…
Descriptors: Artificial Intelligence, Bullying, Computer Mediated Communication, Social Media
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Kluge, Murielle G.; Maltby, Steven; Kuhne, Caroline; Evans, Darrell J. R.; Walker, Frederick Rohan – Education and Information Technologies, 2023
The use of extended reality (XR) technology in education offers many advantages for transferring knowledge and practical skills training at the higher education level. As a result, many Universities over the past 5 + years have undertaken pilot programs to both develop XR content and assess how to best implement it within existing teaching and…
Descriptors: Foreign Countries, Computer Simulation, Instructional Design, Computer Software
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Zheng, Lanqin; Niu, Jiayu; Long, Miaolang; Fan, Yunchao – British Journal of Educational Technology, 2023
Computer-supported collaborative learning (CSCL) has been an effective pedagogy in the field of education. However, productive collaborative learning often does not occur spontaneously, and learners often have difficulties with collaborative knowledge building and socially shared regulation. To address this research gap, this study proposes an…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Graphs, College Students
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Udeozor, Chioma; Chan, Philippe; Russo Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Immersive learning technologies such as virtual reality (VR), augmented reality (AR) and educational digital games offer many benefits to teaching and learning. With their potential to immerse learners in realistic environments and facilitate higher-order cognitive learning, these technologies could be used to complement current classroom…
Descriptors: Educational Technology, Computer Simulation, Computer Games, Evaluation Methods
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Collins, Jazmin; Ford, Vitaly – Journal of Cybersecurity Education, Research and Practice, 2023
The use of the Capture the Flag (CTF)-style competitions has grown popular in a variety of environments as a method to improve or reinforce cybersecurity techniques. However, while these competitions have shown promise in student engagement, enjoyment, and the teaching of essential workforce cybersecurity concepts, many of these CTF challenges…
Descriptors: Computer Security, Computer Science Education, Coding, Competition
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