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Showing 1 to 15 of 38 results Save | Export
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Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
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Tortorella, Richard A. W.; Kinshuk; Chen, Nian-Shing – Education and Information Technologies, 2018
Today people learn in many diverse locations and contexts, beyond the confines of classical brick and mortar classrooms. This trend is ever increasing, progressing hand-in-hand with the progress of technology. Context-aware learning systems are systems which adapt to the learner's context, providing tailored learning for a particular learning…
Descriptors: Electronic Learning, Educational Technology, Context Effect, Models
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Mo, Daniel Y.; Tang, Yuk Ming; Wu, Edmund Y.; Tang, Valerie – Education and Information Technologies, 2022
Electronic assessment (e-assessment) is an essential part of higher education, not only used to manage a large class size of students' learning performance and particularly in assessing the learning outcomes of students. The e-assessment data generated can not only be used to determine students' study weaknesses to develop strategies for teaching…
Descriptors: Higher Education, Computer Assisted Testing, Models, Student Attitudes
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Almeida, Fernando; Bolaert, Hiram; Dowdall, Shane; Lourenço, Justino; Milczarski, Piotr – Education and Information Technologies, 2015
Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Learning Processes
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Li, Xiaoxia; Zhu, Wanxia – Education and Information Technologies, 2023
Based on the existing 3P model, this paper constructed a new 3P model under the blended-project-based learning (BPBL) environment, used the course teaching data to verify this model, and revealed the potential factors that affect the learning process and learning outcomes. The results showed that the presage variables of academic motivation and…
Descriptors: Transfer of Training, Skill Development, Blended Learning, Active Learning
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Maussumbayev, Rysbek; Toleubekova, Rymshash; Kaziyev, Karas; Baibaktina, Axaule; Bekbauova, Altynshash – Education and Information Technologies, 2022
The aim of this article is to theoretically and practically justify the development of a future social pedagogue's research capacity in the context of digital technologies. Practical implementation of a model for building social pedagogues' research capacity within the framework of an online educational course can provide effective training of…
Descriptors: Educational Research, Educational Technology, Capacity Building, Online Courses
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Fu, Eugene Yujun; Ngai, Grace; Leong, Hong Va; Chan, Stephen C. F.; Shek, Daniel T. L. – Education and Information Technologies, 2023
As a high-impact educational practice, service-learning has demonstrated success in positively influencing students' overall development, and much work has been done on investigating student learning outcomes from service-learning. A particular direction is to model students' learning outcomes in the context of their learning experience, i.e., the…
Descriptors: Service Learning, Prediction, Outcomes of Education, Artificial Intelligence
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Xiaojing Duan; Bo Pei; G. Alex Ambrose; Arnon Hershkovitz; Ying Cheng; Chaoli Wang – Education and Information Technologies, 2024
Providing educators with understandable, actionable, and trustworthy insights drawn from large-scope heterogeneous learning data is of paramount importance in achieving the full potential of artificial intelligence (AI) in educational settings. Explainable AI (XAI)--contrary to the traditional "black-box" approach--helps fulfilling this…
Descriptors: Academic Achievement, Artificial Intelligence, Prediction, Models
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Zhou, Chi; Wu, Di; Li, Yating; Yang, Harrison Hao; Man, Shuo; Chen, Min – Education and Information Technologies, 2023
The importance and dynamic development of technological pedagogical content knowledge (TPACK) has been well recognized. In order to keep up with the development of the ever-changing society and variety of teaching technologies, teachers need to continue to learn TPACK. Previous studies indicated the importance of student engagement in promoting…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Stimuli, Responses
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Jiang, Shiyan; Qian, Yingxiao; Tang, Hengtao; Yalcinkaya, Rabia; Rosé, Carolyn P.; Chao, Jie; Finzer, William – Education and Information Technologies, 2023
As artificial intelligence (AI) technologies are increasingly pervasive in our daily lives, the need for students to understand the working mechanisms of AI technologies has become more urgent. Data modeling is an activity that has been proposed to engage students in reasoning about the working mechanism of AI technologies. While Computational…
Descriptors: Computation, Thinking Skills, Cognitive Processes, Artificial Intelligence
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Yin, Bin; Yuan, Chih-Hung – Education and Information Technologies, 2022
With the rapid application of blended learning around the world, a large amount of literature has been accumulated. The analysis of the main research topics and development trends based on a large amount of literature is of great significance. To address this issue, this paper collected abstracts from 3772 eligible papers published between 2003…
Descriptors: Blended Learning, Flipped Classroom, Educational Trends, Trend Analysis
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Laila El-Hamamsy; Emilie-Charlotte Monnier; Sunny Avry; Morgane Chevalier; Barbara Bruno; Jessica Dehler Zufferey; Francesco Mondada – Education and Information Technologies, 2024
Sustaining changes in teachers' practices is a challenge that determines the success of curricular reforms, from which Digital Education (DE) is not exempt. As the literature on sustainability is considered "scarce" and "scattered", long-term studies modelling the factors impacting teachers' sustained uptake of DE pedagogical…
Descriptors: Faculty Development, Sustainability, Curriculum Development, Electronic Learning
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Gerbaudo, Ricardo; Gaspar, Ricardo; Gonçalves Lins, Romulo – Education and Information Technologies, 2021
The ubiquity of mobile devices with internet access and social networks has transformed the way people consume information. Individuals stay connected to platforms for instant communication and sharing of concise messages and videos, which have increased the expectation for objectivity on any offered content. However, this objectivity has been…
Descriptors: Video Technology, Multimedia Materials, Multimedia Instruction, Information Technology
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Kukkar, Ashima; Mohana, Rajni; Sharma, Aman; Nayyar, Anand – Education and Information Technologies, 2023
Predicting student performance is crucial in higher education, as it facilitates course selection and the development of appropriate future study plans. The process of supporting the instructors and supervisors in monitoring students in order to upkeep them and combine training programs to get the best outcomes. It decreases the official warning…
Descriptors: Academic Achievement, Mental Health, Well Being, Interaction
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Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
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