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Merdin, Esra; Sahin, Volkan – Journal of Learning and Teaching in Digital Age, 2023
Today's children are born and raised in media-saturated environments, surrounded by televisions, computers, tablets, smartphones, and other portable electronic devices. Because these devices have become an indispensable part of everyday life, they have a significant influence on children's entertainment and leisure, as well as their education.…
Descriptors: Young Children, Computer Use, Television Viewing, Telecommunications
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Eidenskog, Maria; Leifler, Ola; Sefyrin, Johanna; Johnson, Ericka; Asplund, Mikael – International Journal of Sustainability in Higher Education, 2023
Purpose: The information technology (IT) sector has been seen as central to society's transformation to a more just and sustainable society, which underlines teachers' responsibility to foster engineers who can contribute specifically to such ends. This study aims to report an effort to significantly update an existing engineering programme in IT…
Descriptors: Educational Change, Sustainability, Computer Science Education, Curriculum Implementation
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Gawlik-Kobylinska, Malgorzata – Interactive Learning Environments, 2023
The Proteus effect of exergames has been widely regarded as a factor that influences human performance and learning. Within the context of security and defense exergames, identification with a digital alter-ego affects students' task performance as well as their emotional states. In the present study, we examined the influence of the perceived…
Descriptors: Computer Games, Computer Simulation, Physical Fitness, Masculinity
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Hernández-Pérez, Manuel; Pérez-Sirvent, Carmen; Martínez Sánchez, María-José; Jordán González, Esteban – Applied Environmental Education and Communication, 2023
LIFE-AMDRYC4 (2021) is a VR application designed for mobile phones combining informational design and gamification to stimulate critical reflection and awareness about agricultural practices and their effects on the environment. Agile production frameworks and researchers' input in the design are discussed. A Likert-based questionnaire was…
Descriptors: Visualization, Climate, Environmental Education, Educational Games
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Jinga, Maria-Ruxandra; Lee, Rachel B. Y.; Chan, Kai Lok; Marway, Prabhvir S.; Nandapalan, Krishan; Rhode, Kawal; Kui, Christopher; Lee, Matthew – Anatomical Sciences Education, 2023
Three-dimensional (3D) segmentation, a process involving digitally marking anatomical structures on cross-sectional images such as computed tomography (CT), and 3D printing (3DP) are being increasingly utilized in medical education. Exposure to this technology within medical schools and hospitals remains limited in the United Kingdom. M3dicube UK,…
Descriptors: Computer Simulation, Computer Peripherals, Printing, Anatomy
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Abd Elgalil, Heba Mohamed; Abd El-Hakam, Fatma El-Zahraa; Farrag, Islam Mostafa; Abdelmohsen, Shaimaa Ramadan; Elkolaly, Hala – Innovations in Education and Teaching International, 2023
The Corona virus-19 pandemic has forced universities globally to shut down and shift their educational and assessment activities to online platforms. This study explores the perception of undergraduate preclinical medical students about online assessment during the ongoing pandemic. A cross-sectional study based on a semi-structured online…
Descriptors: Undergraduate Students, Student Attitudes, Computer Assisted Testing, COVID-19
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Bovill, Helen – Higher Education: The International Journal of Higher Education Research, 2023
During COVID-19, universities across the globe experienced a rapid requirement to move to online learning and teaching provision. This rapid move has been explored as emergency remote education (ERE). This paper reviews and presents some emerging literature regarding ERE, demonstrating how this created an environment where technology-mediated…
Descriptors: Computers, Computer Mediated Communication, Electronic Learning, Distance Education
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Liu, Zhi; Zhang, Ning; Peng, Xian; Liu, Sannyuya; Yang, Zongkai – Educational Technology & Society, 2023
Grounded on constructivism, mining a complex mix of social and cognitive interrelations is key to understanding collaborative discussion in online learning. A single examination of one of these factors tends to overlook the impact of the other factor on learning. In this paper, we innovatively constructed a socialcognitive engagement setting to…
Descriptors: Social Cognition, Cooperative Learning, Computer Mediated Communication, Student Participation
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Elizabeth Mkori; V. J. Kalungwizi – International Journal of Education and Development using Information and Communication Technology, 2023
This study was carried out at Mpanda Municipal Council in Katavi Region. The study aimed at assessing the factors influencing the use of M-Kilimo, an interactive mobile agriculture platform in communicating agricultural information among extension workers. The specific objectives were to determine the characteristics of Agricultural Extension…
Descriptors: Foreign Countries, Handheld Devices, Information Technology, Agriculture
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Flurina Hilber; Thomas Keller; Elke Brucker-Kley – International Association for Development of the Information Society, 2023
This paper proposes a didactic design that is centered around an immersive, multilinear narrative in virtual reality as a means of illustrating human life on the edge of technological singularity. It explores the potential of narrative scenarios to trigger a discourse from users' perspective. Affective Computing is taken as a use case. It is a…
Descriptors: Computer Simulation, Vignettes, Computer Uses in Education, Artificial Intelligence
Crooks, Julian – ProQuest LLC, 2023
Both fashion design and education are areas where new technologies can have a significant impact. This dissertation examines the potential of virtual reality (VR) for fashion design education and focused on the profound affordances that virtual reality offers - immersion and agency. Using a phenomenological approach, the study combined arts-based…
Descriptors: Computer Simulation, Computer Uses in Education, Clothing Instruction, Affordances
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Birch, Heather J. S.; Epp, Carrie Demmans – Educational Technology Research and Development, 2023
Many approaches have been employed in the creation of educational technologies. One of the lesser explored approaches is that of participatory design when it includes children as direct contributors. In such cases, specific strategies for supporting the effective participation of software developers and children are necessary. This article…
Descriptors: Educational Technology, Computer Software, Stakeholders, Children
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Rita Rodrigues; Lúcia Pombo; Margarida M. Marques; Sofia Ribeiro; João Ferreira-Santos; Julia Draghi – International Association for Development of the Information Society, 2023
The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Educational Technology
Guillermo Romera Rodriguez – ProQuest LLC, 2023
The COVID-19 pandemic and the subsequent shift to online and hybrid learning brought to the forefront several long-standing issues within the educational domain, including engagement, collaboration, and motivation. During this period, many faculty members and students struggled to find viable solutions to these challenges. Previous studies have…
Descriptors: College Students, Student Participation, Computer Mediated Communication, Independent Study
Ethan Prihar; Adam Sales; Neil Heffernan – Grantee Submission, 2023
This work proposes Dynamic Linear Epsilon-Greedy, a novel contextual multi-armed bandit algorithm that can adaptively assign personalized content to users while enabling unbiased statistical analysis. Traditional A/B testing and reinforcement learning approaches have trade-offs between empirical investigation and maximal impact on users. Our…
Descriptors: Trust (Psychology), Learning Management Systems, Learning Processes, Algorithms
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