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50 Years of ERIC
50 Years of ERIC
The Education Resources Information Center (ERIC) is celebrating its 50th Birthday! First opened on May 15th, 1964 ERIC continues the long tradition of ongoing innovation and enhancement.

Learn more about the history of ERIC here. PDF icon

Showing 46 to 60 of 2,873 results
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Hatlevik, Ove Edvard; Christophersen, Knut-Andreas – Computers & Education, 2013
During the last decade, information and communication technology has been given an increasingly large importance in our society. There seems to be a consensus regarding the necessity of supporting and developing school-based digital competence. In order to sustain digital inclusion, schools need to identify digital deficiencies and digital…
Descriptors: Performance Factors, Predictor Variables, Competence, Information Literacy
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Rockinson- Szapkiw, Amanda J.; Courduff, Jennifer; Carter, Kimberly; Bennett, David – Computers & Education, 2013
University students are increasingly choosing to purchase e-textbooks for their mobile devices as an alternative to traditional textbooks. This study examines the relationship between textbook format and 538 university students' grades and perceived learning scores. Results demonstrate that there was no difference in cognitive learning and grades…
Descriptors: Textbooks, Electronic Learning, Electronic Publishing, Printed Materials
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Isotani, Seiji; Mizoguchi, Riichiro; Isotani, Sadao; Capeli, Olimpio M.; Isotani, Naoko; de Albuquerque, Antonio R. P. L.; Bittencourt, Ig. I.; Jaques, Patricia – Computers & Education, 2013
When the goal of group activities is to support long-term learning, the task of designing well-thought-out collaborative learning (CL) scenarios is an important key to success. To help students adequately acquire and develop their knowledge and skills, a teacher can plan a scenario that increases the probability for learning to occur. Such a…
Descriptors: Foreign Countries, Semantics, Vignettes, Cooperative Learning
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Wu, Chih-Fu; Chiang, Ming-Chin – Computers & Education, 2013
This study provides experiment results as an educational reference for instructors to help student obtain a better way to learn orthographic views in graphical course. A visual experiment was held to explore the comprehensive differences between 2D static and 3D animation object features; the goal was to reduce the possible misunderstanding…
Descriptors: Visual Aids, Animation, Learning, Orthographic Symbols
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Heo, Gyun – Computers & Education, 2013
The purpose of the present study was to identify latent classes resting on early adolescents' change trajectory patterns in using computers and the Internet for learning and to test the effects of gender, self-control, self-esteem, and game use in South Korea. Latent growth mixture modeling (LGMM) was used to identify subpopulations in the Korea…
Descriptors: Early Adolescents, Computer Use, Internet, Learning
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Yang, Ya-Ting Carolyn; Chuang, Ya-Chin; Li, Lung-Yu; Tseng, Shin-Shang – Computers & Education, 2013
Critical thinking (CT) and English communication are recognized as two essential 21st century competencies. To equip students with these competencies and respond to the challenges of global competition, educational technology is being developed to enhance teaching and learning. This study examined the effectiveness of integrating CT into…
Descriptors: Foreign Countries, Blended Learning, Individualized Instruction, Critical Thinking
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Padilla-Melendez, Antonio; del Aguila-Obra, Ana Rosa; Garrido-Moreno, Aurora – Computers & Education, 2013
The importance of technology for education is increasing year-by-year at all educational levels and particularly for Universities. This paper reexamines one important determinant of technology acceptance and use, such as perceived playfulness in the context of a blended learning setting and reveals existing gender differences. After a literature…
Descriptors: Blended Learning, Computer Attitudes, Adoption (Ideas), Models
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Bligh, Brett; Coyle, Do – Computers & Education, 2013
This paper uses an Activity Theory framework to evaluate the use of a novel, multi-screen, non-linear presentation tool. The Thunder tool allows presenters to manipulate and annotate multiple digital slides and to concurrently display a selection of juxtaposed resources across a wall-sized projection area. Conventional, single screen presentation…
Descriptors: Visual Aids, Projection Equipment, Architectural Education, Class Activities
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Hsu, Ching-Kun; Hwang, Gwo-Jen; Chang, Chih-Kai – Computers & Education, 2013
In this paper, a personalized recommendation-based mobile language learning approach is proposed. A mobile learning system has been developed based on the approach by providing a reading material recommendation mechanism for guiding EFL (English as Foreign Language) students to read articles that match their preferences and knowledge levels, and a…
Descriptors: Electronic Learning, English (Second Language), Second Language Instruction, Individualized Instruction
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Judd, Terry – Computers & Education, 2013
Traditionally viewed as a positive characteristic, there is mounting evidence that multitasking using digital devices can have a range of negative impacts on task performance and learning. While the cognitive processes that cause these impacts are starting to be understood and the evidence that they occur in real learning contexts is mounting, the…
Descriptors: Cognitive Processes, Student Behavior, Independent Study, Computer Assisted Instruction
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Alvarez, Claudio; Salavati, Sadaf; Nussbaum, Miguel; Milrad, Marcelo – Computers & Education, 2013
Education systems worldwide must strive to support the teaching of a set of New Media Literacies (NMLs). These literacies respond to the need for educating human capital within participatory cultures in a highly technologized world. In this paper, we present Collboard, a constructivist problem solving activity for fostering the development of…
Descriptors: Intelligence, Cooperative Learning, Student Participation, Problem Solving
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Dominguez, Adrian; Saenz-de-Navarrete, Joseba; de-Marcos, Luis; Fernandez-Sanz, Luis; Pages, Carmen; Martinez-Herraiz, Jose-Javier – Computers & Education, 2013
Gamification is the use of game design elements and game mechanics in non-game contexts. This idea has been used successfully in many web based businesses to increase user engagement. Some researchers suggest that it could also be used in web based education as a tool to increase student motivation and engagement. In an attempt to verify those…
Descriptors: Games, Web Based Instruction, Electronic Learning, College Students
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Gegenfurtner, Andreas; Seppanen, Marko – Computers & Education, 2013
Expertise research has produced mixed results regarding the problem of transfer of expertise. Is expert performance context-bound or can the underlying processes be applied to more general situations? The present study tests whether expert performance and its underlying processes transfer to novel tasks within a domain. A mixed method study using…
Descriptors: Expertise, Transfer of Training, Eye Movements, Protocol Analysis
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Chen, I-Jung; Yen, Jung-Chuan – Computers & Education, 2013
This study extends current knowledge by exploring the effect of different annotation formats, namely in-text annotation, glossary annotation, and pop-up annotation, on hypertext reading comprehension in a foreign language and vocabulary acquisition across student proficiencies. User attitudes toward the annotation presentation were also…
Descriptors: Second Languages, English (Second Language), Foreign Countries, Feedback (Response)
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Xie, Kui; Miller, Nicole C.; Allison, Justin R. – Computers & Education, 2013
This case study examined an authentic online learning phenomenon where social conflict, including harsh critique and negative tone, weaved throughout peer-moderated online discussions in an online class. Opening coding and content analysis were performed on 1306 message units and course artifacts. The results revealed that a model of social…
Descriptors: Interpersonal Relationship, Conflict, Models, Evolution
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