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Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
Gerit Wagner; Laureen Thurner – Journal of Information Systems Education, 2025
Git, as the leading version-control system, is frequently employed by software developers, digital product managers, and knowledge workers. Information systems (IS) students aspiring to fill software engineering, management, or research positions would therefore benefit from familiarity with Git. However, teaching Git effectively can be…
Descriptors: Computer Science Education, Information Systems, Teaching Methods, Computer Software
Thinley Wangdi; Karma Sonam Rigdel – Journal of Education for Teaching: International Research and Pedagogy, 2025
This qualitative study explored the factors that influence teachers' behavioural intention (BI) to use ChatGPT for teaching. The data was collected from 214 Bhutanese teachers using open-ended questions and interviews. The thematic analysis revealed four key factors that are likely to influence teachers' BI to use ChatGPT in the context. These…
Descriptors: Teacher Attitudes, Intention, Artificial Intelligence, Computer Software
Serpil Yorganci; Murat Subasi – Education and Information Technologies, 2025
While GeoGebra applets have been extensively investigated in learning environments, few studies have addressed the interactive GeoGebra applets in an e-book-based learning environment. This study aims to compare the effects of the e-book created with interactive GeoGebra applets on students' learning achievement and motivation. The sample of the…
Descriptors: Electronic Books, Educational Technology, Technology Uses in Education, Undergraduate Students
Emmanuel Senior Tenakwah; Gideon Boadu; Emmanuel Junior Tenakwah; Michael Parzakonis; Mark Brady; Penny Kansiime; Shannon Said; Sarah Eyaa; Raymond Kwojori Ayilu; Ciprian Radavoi; Alan Berman – Knowledge Management & E-Learning, 2025
The development and introduction of AI language models have transformed the way humans and institutions interact with technology, enabling natural and intuitive communication between humans and machines. This paper conducts a competence-based analysis of ChatGPT's task responses to provide insights into its language proficiency, critical analysis…
Descriptors: Higher Education, Evaluation Methods, Artificial Intelligence, Computer Software
Carmen C. Pârvu; Dan Alexandru Szabo; Razvan Tudor Ros?culet; George Danut Mocanu – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study aims to evaluate the effectiveness of a novel Computerized System for Learning, Correction, and Evaluation in Volleyball (S.C.I.C.E.V) in enhancing the technical performance of beginner volleyball players through immediate audio and visual feedback. The purpose is to determine whether real-time, detailed feedback improves…
Descriptors: Feedback (Response), Psychomotor Skills, Motor Development, Team Sports
Sequeira Cesar de Oliveira, Juliana – ProQuest LLC, 2023
The present study sought to evaluate trial designs and training designs that are commonly used in popular commercially available computer-assisted language-learning (CALL) programs. The first two experiments (Experiment 1a and 1b) compared the effects of passive viewing and active student response methods in vocabulary learning. Contingencies on…
Descriptors: Computer Assisted Instruction, Teaching Methods, Computer Software, Vocabulary Development
Alvarez-Melgarejo, Mileidy; Pedraza-Avella, Aura C.; Torres-Barreto, Martha L. – International Journal of Learning Technology, 2023
MOTIVATIC WEB is a software platform in which teachers can co-design activities for their students using three different gamified mechanics. This article presents the results of the technology acceptance evaluation by users. The evaluation considered aspects related to perceived usefulness (PU) and ease of use, behavioural intention to use, and…
Descriptors: College Faculty, Electronic Learning, Computer Software, Computer Uses in Education
Shengnan Han; Shahrokh Nikou; Workneh Yilma Ayele – International Journal of Educational Management, 2024
Purpose: To improve the academic integrity of online examinations, digital proctoring systems have recently been implemented in higher education institutions (HEIs). The paper aims to understand how digital proctoring has been practised in higher education (HE) and proposes future research directions for studying digital proctoring in HE.…
Descriptors: Computer Assisted Testing, Supervision, Higher Education, Cheating
Jill Oeding; Theresa Gunn; Jamie Seitz – Open Praxis, 2024
This quantitative study is designed to help educational institutions and instructors make informed decisions regarding the use of online proctoring software. The researchers studied the impact of proctoring software in online courses by comparing the final grades of two groups of online, undergraduate students who took the same online course with…
Descriptors: Supervision, Computer Software, Online Courses, Grades (Scholastic)
Maite Alguacil; Noemí Herranz-Zarzoso; José C. Pernías; Gerardo Sabater-Grande – Journal of Computing in Higher Education, 2024
Cheating in online exams without face-to-face proctoring has been a general concern for academic instructors during the crisis caused by COVID-19. The main goal of this work is to evaluate the cost of these dishonest practices by comparing the academic performance of webcam-proctored students and their unproctored peers in an online gradable test.…
Descriptors: Cheating, Computer Assisted Testing, Randomized Controlled Trials, Supervision
Sonia Lorente; Mónica Arnal-Palacián; Maximiliano Paredes-Velasco – European Journal of Psychology of Education, 2024
The European Higher Education Area (EHEA) proposes to enhance active learning and student protagonism in order to improve academic performance. In this sense, different methodologies are emerging to create scenarios for self-regulation of their learning. In this study the cooperative, collaborative and interdisciplinary learning methodologies were…
Descriptors: Cooperative Learning, Interdisciplinary Approach, Computer Software, Universities
Wong Sing Yun; Sarimah Surianshah – International Journal of Technology in Education, 2024
The emergence of innovative artificial intelligence (AI) technologies, such as ChatGPT, which was just released in November 2022, has the potential to significantly transform the current state of education. Put another way, learning is changing as a result of chatbots' personalized assistance, group discussions and collaborations, evaluations of…
Descriptors: Bibliometrics, Computer Software, Artificial Intelligence, Technology Uses in Education
Ben Markey; David West Brown; Michael Laudenbach; Alan Kohler – Written Communication, 2024
ChatGPT and other LLMs are at the forefront of pedagogical considerations in classrooms across the academy. Many studies have spoken to the technology's capacity to generate one-off texts in a variety of genres. This study complements those by inquiring into its capacity to generate compelling texts at scale. In this study, we quantitatively and…
Descriptors: Content Analysis, Language Usage, Artificial Intelligence, Computer Software
Hacer Türkoglu; Serpil Yalçinalp – Education and Information Technologies, 2024
Problem solving is one of the high-level thinking skills and essential in teaching mathematical concepts and procedures. The eye-tracking method allows educators to see and interpret different problem-solving behaviours of students. The purpose of this study was to investigate the problem-solving behaviours of university students based on eye…
Descriptors: Problem Solving, Eye Movements, Student Behavior, Geometry