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Showing 1 to 15 of 189 results Save | Export
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Mjellma Carabregu-Vokshi; Gokcen Ogruk-Maz; Sinan Yildirim; But Dedaj; Adelina Zeqiri – Education and Information Technologies, 2024
Crucial for organizations' business performance, 21st-century digital skills have gained prominence. The Covid-19 pandemic's impact on individuals, education, and higher education institutions led to a shift from traditional face-to-face to remote synchronous learning. Students experienced diverse information and communication technologies (ICTs),…
Descriptors: 21st Century Skills, COVID-19, Pandemics, Technological Literacy
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Yang Zhang – Education and Information Technologies, 2024
In the modern world, there are an enormous number of changes due to the COVID-19 pandemic. This fact influences all areas and, in particular, music education. The connection between the pandemic and changes in music education related to oboe teaching will be considered in this work. The research investigates the correlation between music education…
Descriptors: Musical Instruments, Music Education, COVID-19, Pandemics
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Liyin Zhang; Mian Wu; Fan Ouyang – Education and Information Technologies, 2024
The data-intensive research paradigm calls for using educational and learning data to generate actionable insights and improve the instruction and learning quality. Although previous research designed and employed teaching analytics or learning analytics tools, few research had incorporated multiple data sources to assess the overall teaching and…
Descriptors: In Person Learning, Small Classes, Foreign Countries, Learning Analytics
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Pascasie Nyirahabimana; Evariste Minani; Mathias Nduwingoma; Imelda Kemeza – Education and Information Technologies, 2024
Students ability to build correct knowledge relies on their understanding of concepts. Students must understand the concept well before applying it in real-life situations. With the advent of technology, teaching and learning quantum physics has been made easier and more effective in enhancing students' critical thinking and conceptual…
Descriptors: Quantum Mechanics, Physics, Multimedia Materials, Scientific Concepts
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Stefanie Vanbecelaere; Rani Van Schoors; Sohum Bhatt; Kamakshi Rajagopal; Dries Debeer; Fien Depaepe – Education and Information Technologies, 2024
This study explores the role of teachers' perceptions of digital personalised learning (DPL) tools in their intention to use and actual usage of these tools in the classroom. Utilizing the Technology Acceptance Model (TAM), we address two gaps in the literature: the limited investigation of DPL in real-world settings and the reliance on…
Descriptors: Teacher Attitudes, Individualized Instruction, Electronic Learning, Foreign Countries
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Ying Hu; Gwo-Jen Hwang – Education and Information Technologies, 2024
This study explored the effects of a self-adapted mobile concept mapping-based problem-posing (CMPP) approach applied in a virtual museum context. To investigate the effectiveness of the proposed approach, a quasi-experimental design was applied to compare the critical thinking tendency, meta-cognition tendency, problem-solving tendency,…
Descriptors: Thinking Skills, Concept Mapping, Problem Solving, Museums
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Akhmad Habibi; Amirul Mukminin; Sofyan Sofyan – Education and Information Technologies, 2024
This study aims to elaborate the structural model of factors affecting access to digital technology in the context of vocational school teachers (VSTs) based on their geographical areas (urban and suburban). We used surveys for data collection; the instrument was translated, piloted, and validated. For the analysis, we utilized two partial least…
Descriptors: Access to Computers, Educational Technology, Technology Uses in Education, Vocational Schools
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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Muhammed Murat Gümüs; Osman Kayhan; Volkan Kukul; Özgen Korkmaz – Education and Information Technologies, 2024
Technology and pedagogy integration is a skill that teachers must possess in order to successfully implement technology in the classroom. In order to evaluate the technology integration training that instructors received, a scale was created in this study within the parameters of the SQD model. We recruited a total of 492 teachers from elementary,…
Descriptors: Technology Integration, Teacher Education, Elementary School Teachers, Secondary School Teachers
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Hyunhwa Chang; Jinsoo Park; Jihae Suh – Education and Information Technologies, 2024
Artificial intelligence (AI) technology significantly impacted educational institutions, and AI application in education brought new perspectives to develop improved technology-enhanced learning systems. Recently, novel approaches in technology-enabled learning utilizing virtual reality (VR) instead of traditional multimedia materials, digital…
Descriptors: English Language Learners, Elementary School Students, Computer Simulation, Second Language Instruction
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Maedeh Kazemitabar; Susanne P. Lajoie; Tenzin Doleck – Education and Information Technologies, 2024
For effective teamwork, especially in demanding learning situations like a hackathon, coordination is crucial as it contributes to mutual trust and shared mental models of team members. However, teams experience challenges that mar team coordination. Research has shown that interpersonal skills such as socially-shared emotion regulation (SSER) can…
Descriptors: Emotional Response, Self Control, Teamwork, Coordination
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Xiaozhe Yang; Pei-Yu Cheng; Xin Liu; Sheng-Pao Shih – Education and Information Technologies, 2024
This paper presents a new art metaverse prototype, constructed using virtual reality technology to create an immersive scene with a specific artistic style and integrate virtual avatar technology to allow interaction with characters in the art painting. Ninety-six college students participated in the study, divided into two groups: the virtual…
Descriptors: Computer Simulation, Simulated Environment, Art Education, Technology Uses in Education
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Guan-Yu Lin; Ciao-Chun Jhang; Yi-Shun Wang – Education and Information Technologies, 2024
The use of AI-based social robots has been shown to be beneficial for learning English as a Second Language (ESL). Not much is known, however, about the drivers of parental intention to use those robots in support of their children's ESL learning. This study aims to explore the factors that drive parental intention to adopt AI-based social robots…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
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Eileen McGivney; Tessa Forshaw; Rodrigo Medeiros; Mingyue Sun; Tina Grotzer – Education and Information Technologies, 2024
Virtual reality (VR) technologies have been shown to impact the affective and motivational dimensions of learning, for example increasing learners' enjoyment, confidence, and self-efficacy beliefs. While VR is increasingly being used for workforce development, research on these dimensions of learning in authentic workforce development contexts…
Descriptors: Computer Simulation, Job Applicants, Employment Interviews, Psychological Patterns
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Joseph Njiku – Education and Information Technologies, 2024
The TPACK framework has gained popularity in guiding research regarding the assessment and development of teachers' competencies to teach with technology. Since theoretically, the framework is about teachers' knowledge for teaching using technology, effective ways of assessing this TPACK have been a subject of interest among researchers. This…
Descriptors: Mathematics Teachers, Pedagogical Content Knowledge, Technological Literacy, Professional Development
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