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Liu, Xindi; Yu, Zhonggen – International Journal of Adult Education and Technology, 2023
Bilibili, a popular video-sharing and danmaku-themed platform, has played a crucial role in online learning. However, limited research has been conducted to examine the factors that influence its users' continuance intention. Thus, this study proposes an integrated model of technology acceptance model, expectation-confirmation model, and…
Descriptors: Video Technology, Technology Uses in Education, Intention, Electronic Learning
Polly, Drew; Martin, Florence; Byker, Erik – Computers in the Schools, 2023
This study examines 105 pre-service and in-service teachers' perceptions of the importance and helpfulness of digital technologies for their learning and their teaching as well as their perceived competence and level of interest in digital technologies. The descriptive statistics from an online survey show that all respondents (n = 105) found…
Descriptors: Preservice Teachers, Teachers, Student Attitudes, Teacher Attitudes
Sonia Chawla; Gyan Prakash; Gursimranjit Singh; Japneet Kaur – Education and Information Technologies, 2024
Blockchain technology usage in education sector has a capacity to change the way academic records, diplomas, and credentials are maintained, communicated, and verified. Thus, this study aims at understanding the role of blockchain in the higher education sector. Mixed method approach was used in the study for a deeper understanding of the concept.…
Descriptors: Information Technology, Educational Technology, Information Management, Adoption (Ideas)
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Gloria A. Quisido – ProQuest LLC, 2024
Technology has become an integral part of the teaching and learning process in the current educational landscape, revolutionizing students' learning experiences in alternative and traditional educational settings. However, despite having access to various tech tools that support student learning, an achievement gap still exists, and many students…
Descriptors: Educational Technology, Technology Uses in Education, Teacher Attitudes, Science Teachers
Sun, Peijian Paul; Mei, Bing – Computer Assisted Language Learning, 2022
This study focuses on preservice Chinese-as-a-second/foreign-language (L2 Chinese) teachers with a theoretical perspective based on prior technology acceptance research in the educational context, to investigate factors influencing preservice L2 Chinese teachers' intention to use educational technology in their future classrooms. Six relevant…
Descriptors: Chinese, Second Language Instruction, Preservice Teachers, Language Teachers
Farias-Gaytan, Silvia; Ramirez-Montoya, Maria-Soledad; Aguaded, Ignacio – Journal of Interactive Media in Education, 2023
The dynamics of change in the work environment are becoming more dizzying, given that adopting new technologies generates new knowledge and jobs. This research analyzed a case study of a Mexican university implementing alternative credentials. The method was instrumental case study research, with exploratory and descriptive categories, applying…
Descriptors: Credentials, Foreign Countries, Universities, Colleges
Hamad, Wahid Bakar – Education and Information Technologies, 2023
The study evaluates the students' behavior intention toward the use of a student information management system (SIMS) at the Institute of Social Work located, in Dar es Salaam, Tanzania. The study offers a significant contribution to the body of literature using the Technology Acceptance Model (TAM). The study extends the original TAM with the…
Descriptors: Foreign Countries, Student Behavior, Intention, Information Management
Elif Polat; Yunus Emre Bastug; Sinan Hopcan; Simge Cepdibi Sibiç; Nazli Ceren Isikligil – Journal of Learning and Teaching in Digital Age, 2024
This study investigates the primary school teachers' perceptions towards the Intelligent Material System (IMS), which was developed to enhance the quality of inclusive environments and support the academic skills of students with Special Educational Needs (SEN). Within this scope, IMS training was conducted with 84 classroom teachers who worked at…
Descriptors: Teacher Attitudes, Elementary School Teachers, Inclusion, Special Education
Sharon A. Ray; Erin Brunelle; Katharine Grosche; Jessica Lam; Chelsea Meade; Maya Nolan – Journal of Occupational Therapy, Schools & Early Intervention, 2024
Occupational therapy practitioners (OTPs) support teachers in the utilization of assistive technology for their students. In 2019, teachers in an underserved school district in western New York participated in a training designed to support the use of accessibility features of Microsoft Office 365 and Windows 10. The purpose of this study was to…
Descriptors: Sustainability, Technology Uses in Education, Allied Health Personnel, Occupational Therapy
Salah Zogheib – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to explore factors influencing engineering students' acceptance of the Google Classroom platform in communication skills courses to ensure more active engagement and better performance. Background: In response to the underutilization and hesitancy in adopting educational technologies, this study investigates the…
Descriptors: Learning Experience, Engineering Education, Computer Software, Computer Mediated Communication
Usability of Virtual Reality for Basic Design Education: A Comparative Study with Paper-Based Design
Özgen, Dilay Seda; Afacan, Yasemin; Sürer, Elif – International Journal of Technology and Design Education, 2021
Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Design
Rahimullah, Nadia Adilah; Damayanti, Sinta Bela; Izra, Aisyah Amyra; Handayani, Putu Wuri – Cogent Education, 2022
As its number of users increases, TikTok needs to focus on user retention. One such effort involves answering educational needs through social media. The purpose of this study is to analyze the factors affecting the continuance intention of TikTok users to obtain higher educational content. Data from this study were collected through online…
Descriptors: Video Technology, Social Media, Technology Uses in Education, Foreign Countries
Blanka Klimova; Victor Paiva Luz de Campos – Cogent Education, 2024
At present, ChatGPT is penetrating all spheres of human activities, and especially education is no exception. The purpose of this exploratory study is to examine the potentials and pitfalls of using ChatGPT for academic purposes among university students, as well as provide relevant pedagogical implications for its use in academia. The methodology…
Descriptors: Undergraduate Students, Undergraduate Study, Student Attitudes, Artificial Intelligence
Roslan, Rosfuzah; Mohd Ayub, Ahmad Fauzi; Ghazali, Norliza; Zulkifli, Nurul Nadwa; Md Latip, Siti Noor Haslina; Abu Hanifah, Siti Syuhada – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The main purpose of this study is to identify the factors affecting the continuance use intention of gamified m-learning applications by Higher Education Institution (HEI) learners in Malaysia. Background: Mobile learning (m-learning) has been a popular choice among learners in HEIs due to its convenient 'on-the-go' concept. On the…
Descriptors: Intention, College Students, Gamification, Educational Technology