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Lee, Doo Young; Lehto, Mark R. – Computers & Education, 2013
The present study was framed using the Technology Acceptance Model (TAM) to identify determinants affecting behavioral intention to use YouTube. Most importantly, this research emphasizes the motives for using YouTube, which is notable given its extrinsic task goal of being used for procedural learning tasks. Our conceptual framework included two…
Descriptors: Self Efficacy, Intention, Usability, Structural Equation Models
Lay, Jinn-Guey; Chi, Yu-Lin; Hsieh, Yeu-Sheng; Chen, Yu-Wen – Computers & Education, 2013
Understanding the usage of the geographic information system (GIS) among geography teachers is a crucial step in evaluating the current dissemination of GIS knowledge and skills in Taiwan's educational system. The primary contribution of this research is to further our understanding of the factors that affect teachers' GIS usage. The structural…
Descriptors: Foreign Countries, Usability, Workshops, Structural Equation Models
Denner, Jill; Werner, Linda; Ortiz, Eloy – Computers & Education, 2012
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…
Descriptors: Females, Computer Uses in Education, Computers, Programming
Armenteros, M.; Liaw, Shu-Sheng; Fernandez, M.; Diaz, R. Flores; Sanchez, R. Arteaga – Computers & Education, 2013
Instruction delivered via multimedia applications is changing the way elite football refereeing instructors teach the Laws of the Game. Although e-learning applications are popular, there is minimal research on instructors' attitudes toward these teaching materials. The purpose of this research is to explore instructors' behavioral intentions…
Descriptors: Questionnaires, Team Sports, International Organizations, Training Methods
Wang, Jianfeng; Doll, William J.; Deng, Xiaodong; Park, Kihyun; Yang, Ma Ga – Computers & Education, 2013
This study explores whether learning management systems (LMSs) enable faculty course developers to use the reconfigurable characteristics of the software to implement the seven principles of effective teaching (Chickering & Gamson, 1987). If LMSs are to be considered pedagogically effective, these systems must help engage faculty in effective…
Descriptors: Integrated Learning Systems, Usability, College Faculty, Teacher Attitudes
Schoonenboom, Judith – Computers & Education, 2012
For many instructors in higher education, use of a learning management system (LMS) is de facto mandatory. Nevertheless, instructors often have much freedom in deciding which functionalities of the LMS they use; that is, whether they perform each individual instructor task using the LMS. Alternatively, they may perform one specific instructor task…
Descriptors: Usability, College Faculty, Decision Making, Models
Lai, Chun; Wang, Qiu; Lei, Jing – Computers & Education, 2012
A sound understanding of technology use from the learners' perspective is crucial. This study intends to contribute to our understanding on student technology use by focusing on identifying the factors that influence students' adoption of technology for learning and the relationships between these factors. Students studying at a Hong Kong…
Descriptors: Undergraduate Students, Foreign Countries, Educational Technology, Teaching Methods
Terzis, Vasileios; Moridis, Christos N.; Economides, Anastasios A. – Computers & Education, 2013
The Information Systems (IS) community has put considerable effort on identifying constructs that may explain the initial/continuance use of computer based learning or assessment systems. This study is a further step toward IS continuance acceptance delivered in Computer Based Assessment (CBA) context. Specifically, it aims at the exploration of…
Descriptors: Computer Assisted Testing, Intention, Information Systems, Usability
Mich, Ornella; Pianta, Emanuele; Mana, Nadia – Computers & Education, 2013
Deaf children have significant difficulties in comprehending written text. This is mainly due to the hearing loss that prevents them from being exposed to oral language when they were an infant. However, it is also due to the type of educational intervention they are faced with, which accustoms them to decoding single words and isolated sentences,…
Descriptors: Reading Comprehension, Usability, Deafness, Story Telling
Teo, Timothy; Noyes, Jan – Computers & Education, 2011
This study examined the influence of perceived enjoyment on pre-service teachers' intention to use technology, in addition to re-appraising the role of attitude toward use in the Technology Acceptance Model (TAM; Davis, Bagozzi, & Warshaw, 1989). One hundred and fifty-three participants in Singapore completed a survey questionnaire measuring…
Descriptors: Foreign Countries, Student Attitudes, Structural Equation Models, Intention
Factors Affecting University Instructors' Adoption of Web-Based Learning Systems: Case Study of Iran
Motaghian, Hediyeh; Hassanzadeh, Alireza; Moghadam, Davood Karimzadgan – Computers & Education, 2013
In many societies e-learning has become the main mechanism supporting distance education. Although e-learning efforts are considered to be a significant corporate investment, many surveys indicate high drop-out rates or failures. This research uses an integrated model in order to assessing the influence of IS-oriented, psychological and behavioral…
Descriptors: Foreign Countries, Usability, Intention, Electronic Learning
Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
Miller, Leslie M.; Chang, Ching-I.; Wang, Shu; Beier, Margaret E.; Klisch, Yvonne – Computers & Education, 2011
The power of a web-based forensic science game to teach content and motivate STEM careers was tested among secondary students. More than 700 secondary school students were exposed to one of the three web-based forensic cases for approximately 60 min. Gain scores from pre-test to a delayed post-test indicated significant gains in content knowledge.…
Descriptors: Science Careers, Persuasive Discourse, Student Attitudes, Technology
Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hsuan-Fang; Wong, Wan-Tzu; Chen, Mei-Yung – Computers & Education, 2011
The rapid development of information and communication technology and the popularization of the Internet have given a boost to digitization technologies. Since 2001, The National Science Council (NSC) of Taiwan has invested a large amount of funding in the National Digital Archives Program (NDAP) to develop digital content. Some studies have…
Descriptors: Structural Equation Models, Computer Interfaces, Archives, Foreign Countries
Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
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