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Showing 31 to 45 of 737 results Save | Export
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Cingillioglu, Ilker – International Journal of Information and Learning Technology, 2023
Purpose: With the advent of ChatGPT, a sophisticated generative artificial intelligence (AI) tool, maintaining academic integrity in all educational settings has recently become a challenge for educators. This paper discusses a method and necessary strategies to confront this challenge. Design/methodology/approach: In this study, a language model…
Descriptors: Artificial Intelligence, Essays, Integrity, Cheating
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Liu, Mengrong; Pang, Weiguo; Guo, Jiajun; Zhang, Yiwen – Education and Information Technologies, 2022
Creativity is essential for the sustainable development of both individuals and organizations. The constant permeation of technology into everyday life is expected to facilitate the cultivation of creativity. To date, no consistent answer has been reached regarding the effect of technology on creativity. This study conducted a three-level…
Descriptors: Meta Analysis, Educational Technology, Multimedia Materials, Creativity
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Musa Adekunle Ayanwale; Rethabile Rosemary Molefi – International Journal of Educational Technology in Higher Education, 2024
The increasing prevalence of Fourth Industrial Revolution (4IR) technologies has led to a surge in the popularity of AI application tools, particularly chatbots, in various fields, including education. This research explores the factors influencing undergraduate students' inclination to embrace AI application tools, specifically chatbots, for…
Descriptors: Undergraduate Students, Intention, Student Attitudes, Artificial Intelligence
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Ayfer Sayin; Mark Gierl – Educational Measurement: Issues and Practice, 2024
The purpose of this study is to introduce and evaluate a method for generating reading comprehension items using template-based automatic item generation. To begin, we describe a new model for generating reading comprehension items called the text analysis cognitive model assessing inferential skills across different reading passages. Next, the…
Descriptors: Algorithms, Reading Comprehension, Item Analysis, Man Machine Systems
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Andrew Tawfik; Matthew Schmidt; Linda Payne; Rui Huang – Educational Technology Research and Development, 2024
We report findings from an eDelphi study that aimed to explore 16 expert panelists' perspectives regarding the key attributes of learning experience design (LXD) as it relates to the following: design, disciplines, methods, and theory. Findings suggest consensus was reached regarding LXD's focus on learner-centrism and incorporating human-centered…
Descriptors: Delphi Technique, Learning Experience, Design, Users (Information)
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Song Yang; Ying Dong; Zhong Gen Yu – International Journal of Information and Communication Technology Education, 2024
AI chatbots, e.g. ChatGPT, are becoming increasingly popular in education as a means to enhance student learning experiences and improve teaching efficiency. This study utilizes NVivo 12 Plus to examine the role of AI chatbots in education, ethical considerations, and sentimental analysis regarding the utilization of ChatGPT in education. ChatGPT…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Ethics
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Jose Barambones; Cristian Moral; Angelica de Antonio; Ricardo Imbert; Loic Martinez-Normand; Elena Villalba-Mora – IEEE Transactions on Learning Technologies, 2024
Before interacting with real users, developers must be proficient in human--computer interaction (HCI) so as not to exhaust user patience and availability. For that, substantial training and practice are required, but it is costly to create a variety of high-quality HCI training materials. In this context, chat generative pretrained transformer…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Mediated Communication, Man Machine Systems
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Yanghee Kim; Jaejin Hwang; Seongmi Lim; Moon-Heum Cho; Sungchul Lee – Interactive Learning Environments, 2024
This research explored if a social robot would play a role in facilitating the development of friendship between young children while they engage in playful learning. Grounded in child-robot interaction and child development literature, we instantiated four sessions of triadic interaction activities among two children and a robot, where the robot…
Descriptors: Kindergarten, Young Children, After School Programs, Robotics
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Lewis J. Baker; Hongyue Li; Hugo Hammond; Christopher B. Jaeger; Anne Havard; Jonathan D. Lane; Caroline E. Harriott; Daniel T. Levin – Cognitive Research: Principles and Implications, 2024
As a wide variety of intelligent technologies become part of everyday life, researchers have explored how people conceptualize agents that in some ways act and think like living things but are clearly machines. Much of this work draws upon the idea that people readily default to generalizing human-like properties to such agents, and only pare back…
Descriptors: Cognitive Processes, Psychological Patterns, Abstract Reasoning, Attribution Theory
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Judit Dombi; Tetyana Sydorenko; Veronika Timpe-Laughlin – Language Learning & Technology, 2024
Although conversation openings and closings are ritualized speech acts (House & Kádár, 2023), they do require interactional work (Schegloff, 1986). Thus, they are important elements of interactional competence (Roever, 2022) and have been studied extensively in L2 interactions, including various types of technology-mediated communication…
Descriptors: English (Second Language), Young Adults, Postsecondary Education, Verbal Communication
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Anthony G. Picciano – Online Learning, 2024
Artificial intelligence (AI) has been evolving since the mid-twentieth-century when luminaries such as Alan Turing, Herbert Simon, and Marvin Minsky began developing rudimentary AI applications. For decades, AI programs remained pretty much in the realm of computer science and experimental game playing. This changed radically in the 2020s when…
Descriptors: Teacher Education, Seminars, Technology Uses in Education, Artificial Intelligence
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Peng Tan; Xiangshi Ren; Zixue Cheng; Yi Ji – Education and Information Technologies, 2024
In the Digital Heritage Education (DHE) classroom, students use digital tools to assist in understanding intangible cultural heritage (ICH), which comprises intricate knowledge. However, students may still encounter obstacles when trying to produce creative designs. To address this issue, we propose a framework that adopts a human-engaged…
Descriptors: Electronic Learning, Cultural Background, Heritage Education, Educational Technology
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Tal Waltzer; Celeste Pilegard; Gail D. Heyman – International Journal for Educational Integrity, 2024
The release of ChatGPT in 2022 has generated extensive speculation about how Artificial Intelligence (AI) will impact the capacity of institutions for higher learning to achieve their central missions of promoting learning and certifying knowledge. Our main questions were whether people could identify AI-generated text and whether factors such as…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, College Students
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Stefania Badiglio; Giuseppe Chiazzese; Vito Pipitone; Luciano Seta – International Journal on E-Learning, 2024
This study explores the interaction between artificial intelligence (AI) and human behavior in economic contexts, focusing on using generative AI, such as ChatGPT, to examine trust and reciprocity. Through an experiment conducted at LUMSA in Palermo, 61 economics students participated in three economic games: the Ultimatum Game, the Trust Game,…
Descriptors: Artificial Intelligence, Computer Software, Asynchronous Communication, Man Machine Systems
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Valentine, Keri Duncan; Jensen, Lucas John – Educational Technology Research and Development, 2021
This phenomenological study opens up the embodied nature of play, adding to the field's understanding of embodiment as it manifests in a non-standardized (outside formal education) realm of human experience. The location-aware, augmented reality mobile game, "Pokémon Go," provided a viable context to consider the ways the game/device,…
Descriptors: Handheld Devices, Video Games, Play, Physical Activities
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