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Showing 106 to 120 of 2,674 results Save | Export
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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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Franc Vrbancic; Slavko Kocijancic – Education and Information Technologies, 2024
Microcontroller programming competencies contribute to the sustainable employability of engineering graduates of both higher and secondary education. To develop the required programming skills, one of the challenges for educators is to determine which programming environments should be implemented in introductory programming courses. Conceptually,…
Descriptors: Programming, Competence, Introductory Courses, Secondary Education
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Yu-Yin Wang; Yu-Wei Chuang – Education and Information Technologies, 2024
With the development of artificial intelligence (AI) applications, it has become critical for scholars, educators and practitioners to understand an individual's perceived self-efficacy regarding the use of AI technologies/products. Understanding users' subsequent behaviors toward the advancement of AI technology is also critical. Despite the…
Descriptors: Artificial Intelligence, Self Efficacy, Test Construction, Test Validity
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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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Lou Schwartz; Valérie Maquil; Laurence Johannsen; Christian Moll; Johannes Hermen – Education and Information Technologies, 2024
Computational Thinking (CT) is an emerging topic in school curricula. Different tools exist to support the learning of CT, namely visual programming languages and tangible development platforms (TDP), which are widely used in extra-curricular activities. To date, few tools have been developed that consider both teachers' needs and the school…
Descriptors: Teaching Methods, Computation, Thinking Skills, Skill Development
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Ajay Kumar Singh; Mukesh Kumar Meena – Education and Information Technologies, 2024
The objective of this study was to analyze the gap in expected benefits and actual benefits of virtual classrooms used at the time of nationwide lockdown for the teaching-learning process for faculty members and students in higher education during the COVID-19 pandemic. A total of 893 responses have been used for this study. The overall mean of…
Descriptors: COVID-19, Pandemics, Foreign Countries, College Faculty
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Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
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Muhammad Jehanghir; Kashif Ishaq; Rafaqat Ali Akbar – Education and Information Technologies, 2024
Learner autonomy is the trait of an adult who displays agency concerning learning activities, whereas academic motivation is the primary driving force for students to learn, which is the drive and urge to achieve academically, while grit is an important personality trait for academic achievement. People with the motivation and persistence to work…
Descriptors: College Students, Personal Autonomy, Student Motivation, Resilience (Psychology)
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Tong Zhu; Yanhui Zhang; Derek Irwin – Education and Information Technologies, 2024
Digital reading facilitates L2 development by allowing anytime-anywhere learning with various digital resources. Although there has been increasing research exploring the role of digital reading on L2 vocabulary learning, synthesized evidence regarding the overall facilitating power of digital reading is still lacking. This meta-analysis…
Descriptors: Digital Literacy, Reading, Vocabulary, Second Language Learning
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Ivan D. Mardini G.; Christian G. Quintero M.; César A. Viloria N.; Winston S. Percybrooks B.; Heydy S. Robles N.; Karen Villalba R. – Education and Information Technologies, 2024
Today reading comprehension is considered an essential skill in modern life, therefore, higher education students require more specific skills to understand, interpret and evaluate texts effectively. Short answer questions (SAQs) are one of the relevant and proper tools for assessing reading comprehension skills. Unlike multiple-choice questions,…
Descriptors: Reading Comprehension, Reading Tests, Learning Strategies, Grading
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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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Hua Pang – Education and Information Technologies, 2024
Although problematic mobile app usage and its correlated negative consequences have become increasingly prevalent, little detailed attention was specially paid to the antecedents of problematic mobile app use and declined educational attainment. This current research employs the stress-strain-outcome (SSO) theoretical framework to thoroughly and…
Descriptors: Depression (Psychology), Self Disclosure (Individuals), Computer Oriented Programs, Handheld Devices
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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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Maria Eftychia Angelaki; Fragkiskos Bersimis; Theodoros Karvounidis; Christos Douligeris – Education and Information Technologies, 2024
Lately, there has been a rising trend towards integrating sustainability issues and implementing sustainable development (SD) goals into higher education, especially in the Information and Communication Technology (ICT) field. This paper presents the challenges of the introduction of education for sustainability in higher education institutions,…
Descriptors: Sustainable Development, Higher Education, Information Technology, Computer Science Education
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Alex Örtegren – Education and Information Technologies, 2024
Embedded in society, digital infrastructure has changed citizens' lives. Young people therefore need to develop digital competence and digital citizenship, and schools have an important role in this regard. To prepare new schoolteachers for this role, teacher educators (TEDs) need professional digital competence (PDC) that includes knowledge,…
Descriptors: Technological Literacy, Citizenship, Competence, Teacher Education
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