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M. P. Akhil; Remya Lathabhavan; Aparna Merin Mathew – Higher Education, Skills and Work-based Learning, 2024
Purpose: By a thorough bibliometric examination of the area through time, this paper analyses the research landscape of metaverse in education. It is an effort that is focused on the metaverse research trends, academic production and conceptual focus of scientific publications. Design/methodology/approach: The Web of Science (WoS) database was…
Descriptors: Educational Research, Educational Trends, Computer Simulation, Educational Technology
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Elizabeth Klein – Language and Literacy Spectrum, 2024
Play is essential to the healthy growth and development of children. As children play, they explore new roles, try out new ideas, and bond with each other. Play increases language, cognitive, and social skills. How can the power of play be harnessed and shaped for educational purposes? How can teachers infuse play into the classroom to improve…
Descriptors: Reading Instruction, Play, Teaching Methods, Reading Motivation
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Orly Klein-Latucha; Arnon Hershkovitz – Journal of Learning Analytics, 2024
We report on a large-scale, log-based study of the associations between persistence and success in an online game-based learning environment for elementary school mathematics. While working with applets, learners can rerun a task after completing it or can halt before completing and rerun it again; both of these mechanisms may improve the score.…
Descriptors: Academic Persistence, Game Based Learning, Educational Technology, Mathematics Instruction
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Nurulwahida Azid; Abdul Hamid Busthami Nur; Ruzlan Md-Ali; Zaharah Che Isa; Yee Mei Heong; Tee Tze Kiong – SAGE Open, 2024
TVET in Malaysia is geared toward providing quality education, training, and resources but it still needs to be strengthened and reformed toward producing a more quality and skilled workforce. This study aimed to procure feedback from TVET curriculum key-players' (automotive) on the integration of automotive case-based simulation (CBS) as TVET…
Descriptors: Foreign Countries, Vocational Education, College Students, Case Method (Teaching Technique)
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Salah A. M. Ahmed; Mohammed A. E. Suliman; Abdo Hasan AL-Qadri; Wenlan Zhang – Journal of Applied Research in Higher Education, 2024
Purpose: This study aims to improve the Unified Theory of Acceptance and Use of Technology (UTAUT) model by examining technological anxiety and other influential factors on international students' adoption of mobile learning (m-learning) during COVID-19 emergency remote teaching (ERT). Design/methodology/approach: This study utilized the modified…
Descriptors: Intention, Technology Uses in Education, Computer Oriented Programs, Foreign Students
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Robin Samuelsson; Sara Price; Carey Jewitt – Learning, Media and Technology, 2024
Digital devices such as iPads are prevalent in children's play from an early age. How this shapes young children's play is an area of considerable debate without any clear consensus on how different forms of play are brought into the iPad interaction. In this study, we examined 98 play activities of children in two preschool settings, featuring 2…
Descriptors: Play, Handheld Devices, Tablet Computers, Young Children
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Olga Agatova; Alexander Popov; Suad Abdalkareem Alwaely – Interactive Learning Environments, 2024
The paper examines the special aspects of using Big Data technology in education. The population was made up of 356 third-year university students. To study Big Data technology, a questionnaire was used where respondents rated: cloud technology; apps; Massive Open Online Courses (MOOCs) and digital learning platforms. The study suggested that the…
Descriptors: Data Use, Learning Processes, Technology Uses in Education, Information Storage
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Asri Widowati; Rizki Arumning Tyas – Cogent Education, 2024
Mobile-based learning has emerged as the best solution for the constraints posed by traditional educational methods. This article makes an important contribution by filling the research gap in current trends in mobile inquiry-based learning in science and providing valuable insights for educational researchers and practitioners in developing more…
Descriptors: Electronic Learning, Science Education, Educational Trends, Educational Research
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Jo B. Helgetun; Mathias Decuypere – Learning, Media and Technology, 2024
This article analyses the smartphone application TeacherTapp that is used to collect and disseminate information on teachers' views on education and their classroom practices. The research takes as its object of analysis the use of TeacherTapp in England and Flanders. We analyze what TeacherTapp is, how it relates to a given localized community in…
Descriptors: Computer Uses in Education, Computer Oriented Programs, Educational Technology, Handheld Devices
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G. A. C. A. Herath; B. T. G. S. Kumara; R. M. K. T. Rathnayaka; U. A. P. Ishanka – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to investigate the enabling technologies and applications of computer-assisted career guidance (CACG) tools in the career planning activities of students. Background: The choice of a career is an extremely significant lifetime decision for any individual. Students often struggle with their career choices mainly due to…
Descriptors: Career Guidance, Computer Mediated Communication, Career Pathways, Career Planning
Kimberly Ann Dalius – ProQuest LLC, 2024
This study explored how developing digital literacy skills could influence digital self-efficacy, cognitive load, mindfulness, and productivity among Generation Z college students in Karachi, Pakistan, using the Pauseitive app. With digital tools playing an ever-growing role in education, understanding their impact on students' mental processes…
Descriptors: Foreign Countries, College Students, Technology Uses in Education, Educational Technology
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Ibrahim Halil Topal – The EUROCALL Review, 2024
Vocabulary is an essential component in language learning. In addition to its relationship with other language skills, such as pronunciation (form), reading (meaning), and grammar (use), vocabulary is required for language proficiency. In parallel, language learners must be equipped with specific amounts of vocabulary to comprehend texts of…
Descriptors: Vocabulary Development, Educational Technology, Technology Uses in Education, Computer Oriented Programs
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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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Ferreira, Renata C.; Frota, Mirna A.; de Vasconcelos Filho, José E.; Bastos, Antônio P. F.; Luna, Geisy L. M.; Rolim, Karla M. C. – Journal of School Health, 2020
Background: At a time and educational context favorable to technologies and innovations, we took the initiative to mobile phone applications (apps) relevant to school violence in an effort to be responsive to a growing public health problem in multiple countries. Methods: In this study, we compared and verified the features of 10 apps for…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Violence
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Birtwistle, Efsun; Schoedel, Ramona; Bemmann, Florian; Wirth, Astrid; Sürig, Christoph; Stachl, Clemens; Bühner, Markus; Niklas, Frank – International Journal of Testing, 2022
Digital technologies play an important role in our daily lives. Smartphones and tablet computers are very common worldwide and are available for everybody from a very early age. This trend offers the opportunity to track digital usage data for psychological and educational research purposes. The current paper introduces two research projects, the…
Descriptors: Handheld Devices, Computer Oriented Programs, Telecommunications, Computer Use
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