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Showing 1 to 15 of 253 results Save | Export
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Céline Byukusenge; Florien Nsanganwimana; Albert Paulo Tarmo – Education and Information Technologies, 2024
Research has revealed that learning, especially in the field of science, is strongly affected by various factors. These factors include students' attitudes towards the subject matter, and the manner in which the subject is taught. Given their close linkage to students' achievement, attitudes are relevant component in science learning. However,…
Descriptors: Electronic Learning, Distance Education, Virtual Classrooms, Laboratories
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Tugçe Karapolat; Tolga Özsen; Levent Çetinkaya – Education and Information Technologies, 2024
This study aims to investigate how social media tools, in other words social network services (SNS), affects the success of Japanese language learners in learning Japanese culture in undergraduate programs. For this research, a mixed method approach was used with a quantitative, quasi-experimental research design including a pre-test-post-test…
Descriptors: Social Media, Second Language Learning, Second Language Instruction, Japanese
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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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Numan Ali; Sehat Ullah; Dawar Khan; Hameedur Rahman; Aftab Alam – Education and Information Technologies, 2024
In virtual laboratories, various cognitive aids are used to improve students' performance and assist them while completing experimental tasks. However, excessive use of cognitive aids in virtual laboratories can lead to a cognitive load on students which affects their performance. In this paper, we proposed the concept of adaptive aids virtual…
Descriptors: Computer Simulation, Chemistry, Laboratory Equipment, Educational Technology
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Qing Yu; Kun Yu; Baomin Li – Education and Information Technologies, 2024
As gamification is introduced into education, researchers believe it has the potential to improve online learning. However, the effects of gamified online learning (GOL) are mixed. Is it more effective than online learning? Given that no meta-analysis analyzes the effectiveness of GOL. This meta-analysis explores the effects of GOL on students'…
Descriptors: Gamification, Electronic Learning, Educational Improvement, Instructional Effectiveness
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Acheampong Owusu – Education and Information Technologies, 2024
Knowledge Management Systems (KMS) have been used to provide automated assistance to customers in different organizations from diverse sectors. In the context of higher educational institutions (HEIs) especially in universities, research indicates that KMS assist universities with quicker response time to key issues, share vital knowledge, improve…
Descriptors: Foreign Countries, Knowledge Management, College Students, Academic Achievement
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Kenzhegul Shalgimbekova; Olga Eremeeva; Nikolay Pronkin – Education and Information Technologies, 2024
Currently, primary and secondary school education quality is a major source of concern for educators. A significant number of factors, such as the development of scientific and technological progress, technological innovations, and digitalization, affect the quality of education. In recent years, teachers have come to believe that the textbook…
Descriptors: Electronic Learning, Textbooks, Elementary School Students, Elementary 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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Eda Bakir-Yalçin; Yasemin Koçak Usluel – Education and Information Technologies, 2024
Student engagement is a multidimensional construct, indicates actual learning experiences and is affected by emotions. Negative and positive achievement emotions play an important role in engagement. In the light of Control-Value Theory and the Extended Process Model of Emotion Regulation, a model was developed and tested to investigate the…
Descriptors: Electronic Learning, Learner Engagement, Academic Achievement, Psychological Patterns
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Hayat Sahlaoui; El Arbi Abdellaoui Alaoui; Said Agoujil; Anand Nayyar – Education and Information Technologies, 2024
Predicting student performance using educational data is a significant area of machine learning research. However, class imbalance in datasets and the challenge of developing interpretable models can hinder accuracy. This study compares different variations of the Synthetic Minority Oversampling Technique (SMOTE) combined with classification…
Descriptors: Sampling, Classification, Algorithms, Prediction
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Shufan Yu; Qingtang Liu; Jiaxu Liu; Jingjing Ma; Yuanyuan Yang – Education and Information Technologies, 2024
While augmented reality (AR) technology has shown the potential to facilitate students' hands-on activities, few studies have explored its effectiveness in acoustic topics. This paper introduces an AR-based application for learning about the Doppler effect and investigates its educational effectiveness on students' learning achievement, interest,…
Descriptors: Computer Simulation, Educational Technology, Acoustics, Scientific Concepts
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Zhihui Zhang; Jenifer Crawford – Education and Information Technologies, 2024
Over the past few years, the world's attention has been focused on gaming systems and their application in education through gamification, incorporating game features into learning tools. Against this backdrop, this study aims to investigate the motivation of EFL learners in a Gamified Formative Assessment (GFA). Theoretical insights from…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Gamification
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Innocente Uwineza; Alphonse Uworwabayeho; Kenya Yokoyama – Education and Information Technologies, 2024
The use of technology to enhance classroom practices draws attention from numerous educational systems and scientific studies. Rwanda's educational system prioritized ICT-integrated instructions in primary schools in order to enhance the provision of high-quality education from early years. Therefore, this study was undertaken at both public and…
Descriptors: Foreign Countries, Mathematics Education, Technology Uses in Education, Concept Formation
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Caixia Liu; Liyao Wang; Zhongling Pi; Jiumin Yang – Education and Information Technologies, 2024
With the development of information technology, co-viewing of live video streaming (LVS) has become a popular online learning method. However, existing studies have found inconsistent results regarding the effects of co-viewing, which could be due to the impact of learner-learner interactions. The present study tested the effects of co-viewing LVS…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
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Jun Peng; Meng Sun; Bei Yuan; Cher Ping Lim; Jeroen J. G. van Merriënboer; Minhong Wang – Education and Information Technologies, 2024
Project-based learning (PjBL) has been increasingly promoted and extended to online environments to enhance the quality of higher education. However, PjBL involves complex processes requiring higher-order thinking skills, which may pose challenges to many students especially in online settings with little prompt support from teachers. The problem…
Descriptors: College Students, Thinking Skills, Cognitive Processes, Active Learning
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