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Xin Cui; Zhi-Qiang Ma; Xin-Ya You; Yuchen Chen; Jia-Jia Yao; Yun-Fang Tu – Educational Technology & Society, 2025
Collaborative argumentation allows groups to express, criticize, and integrate arguments to achieve the co-construction of collective knowledge. However, students often face challenges when proposing diversified arguments, gathering evidence, and rebutting others reasonably. Incorporating generative conversational agents (GCAs) into collaborative…
Descriptors: Persuasive Discourse, Rhetoric, Artificial Intelligence, Computer Uses in Education
Huihua He; Wenwei Luo; Ying Gong; Ilene R. Berson; Michael J. Berson – Early Education and Development, 2024
"Research Findings:" This study examined the financial literacy of 5 and 6-year-old children in Shanghai, including their understanding of financial concepts and their preference for and ability to use digital payment methods. Using a mixed-methods research design, a sample of children ranging in age from 62 to 73 months completed…
Descriptors: Financial Literacy, Foreign Countries, Young Children, Computer Use
Ludovica Mastrobattista; María Muñoz-Rico; José Antonio Cordón-García – Journal of Technology and Science Education, 2024
The main objective of this article is to highlight the importance of training in digital tools at the university level to foster the development of innovative and efficient data analysis from a scientific perspective. In an increasingly digitised world, the acquisition of digital skills has become a fundamental requirement for success in various…
Descriptors: Digital Literacy, Data Analysis, Computer Software, Computer Uses in Education
Chenyang Li; Fu Chen – Education and Information Technologies, 2024
Digital reading literacy has emerged as a pivotal factor contributing significantly to teenagers' academic and future career successes. Few studies have focused on how ICT-related factors shape students' digital reading literacy in non-English-speaking contexts. This study explored the impacts of ICT-related home and school factors on digital…
Descriptors: Information Technology, Digital Literacy, Reading Skills, Foreign Countries
Sara Aloteibi; Paul Ratanasiripong; Alejandra Priede – Journal of School Administration Research and Development, 2024
Currently, 95% of American teenagers own a smartphone device, and smartphone users spend on average about 5.4 hours a day on them. Smartphone ownership, usage, and dependency are higher among teens and young adults than in any other age group. This study addressed a gap in research by examining high school teachers' perspectives on two topics: the…
Descriptors: Telecommunications, Teacher Attitudes, Handheld Devices, Computer Use
Doreen Prasse; Mary Webb; Michelle Deschênes; Séverine Parent; Franziska Aeschlimann; Yoshiko Goda; Masanori Yamada; Audrey Raynault – Technology, Knowledge and Learning, 2024
Supporting learners' self-regulated learning (SRL) processes and skills is crucial for effective learning, especially in online learning environments. In recent years, research on SRL and how it can be supported by technology has proliferated, resulting in many systematic reviews. The aims of this umbrella review are to provide orientation in a…
Descriptors: Self Management, Online Courses, Educational Technology, Barriers
Gülçin Avsar; Seymanur Çelik; Sevgi Dogan; Bahar Çiftçi – European Journal of Education, 2024
Virtual reality (VR) technology plays a significant role in nursing education by enhancing the quality of training by applying knowledge, decision-making, intervention completion and feedback. This study aims to examine nursing students' experiences and perceptions regarding the ventrogluteal injection training provided through VR technology.…
Descriptors: Computer Simulation, Computer Uses in Education, Nursing Education, Nursing Students
Khaleel Al-Said; Nidal Amarin; Lyubov Krasnova – Education and Information Technologies, 2024
This study aims to determine how the use of virtual reality impacts physics students, their knowledge, and the quality of training. The study involved 116 students aged 17-19. The main purpose is to explore the effect that VR technology has on students' knowledge and motivation. As per usual, the students were divided into two research groups:…
Descriptors: Physics, Science Instruction, Computer Simulation, Student Motivation
Yael Mayer; Tessa Goldberger; Nicole Di Spirito; Mor Cohen-Eilig; Tal Jarus – Journal of Research in Special Educational Needs, 2024
This exploratory study examined paediatric practitioners' challenges and considerations when they support caregivers and children with autism regarding children's screen use. Current research often focuses on the problematic use of screen time among children with autism. No clear strategies or recommendations for clinicians to support the…
Descriptors: Autism Spectrum Disorders, Children, Allied Health Personnel, Screening Tests
Nancy Plumer – ProQuest LLC, 2024
The study helped investigate Peruvian Higher Education Institutions' (PHEI) security posture and how the adoption of modern technology enhanced the operational processes to reduce cyber threats. The purpose of the research was based on research questions to assess access controls effectiveness, infrastructure security gaps, emerging technology…
Descriptors: Computer Security, Universities, Foreign Countries, Computer Uses in Education
Ryan D. Burns; Anke Van Roy; Bradley R. King – Journal of Motor Learning and Development, 2024
The purpose of this study was to examine the associations of outdoor playtime, screen time, and sleep duration with ball bouncing skills in a sample of 3- to 5-year-old children. Participants were young children (N = 11,121; 48.8% female) whose parent/guardian completed the 2022 National Survey of Children's Health. The dependent variable was one…
Descriptors: Leisure Time, Computer Use, Sleep, Psychomotor Skills
Salomé Cojean; Manon Grand – British Journal of Educational Psychology, 2024
Background: Taking notes during learning has benefits both during class (through writing things down to encode information) and after class (by using written notes as external storage for revision). Comparisons of note-taking methods (i.e., using paper or a computer) have mainly shown that paper leads to better learning. However, previous studies…
Descriptors: Notetaking, College Students, Preferences, Writing Strategies
Felix Winkelnkemper; Lukas Höper; Carsten Schulte – Informatics in Education, 2024
When it comes to mastering the digital world, the education system is more and more facing the task of making students competent and self-determined agents when interacting with digital artefacts. This task often falls to computing education. In the traditional fields of computing education, a plethora of models, guidelines, and principles exist,…
Descriptors: Digital Literacy, Computer Uses in Education, Models, Computer Science Education
Lei Xie; Cixiao Wang – Interactive Learning Environments, 2024
Connectionist MOOC (cMOOC) is a type of MOOC, which can provide an online learning space for learners to sustainable connect. This study analyzed the learning behavior and motivation of repeat learners in the cMOOC "Internet + Education: a dialogue between theory and practice" to study the repeat learning needs and characteristics of…
Descriptors: Learning Analytics, Motivation Techniques, MOOCs, Sustainability
Özlem Altindag Kumas; Adile Emel Sardohan Yildirim – British Journal of Educational Technology, 2024
This study was conducted to measure the digital parenting awareness, attitude and self-efficacy perceptions of parents of children with special needs and to determine whether they differ according to the disability status of their children. A total of 180 parents of children with special needs from various regions of Turkey participated in the…
Descriptors: Children, Disabilities, Parent Attitudes, Self Efficacy