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Showing 1 to 15 of 59 results Save | Export
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Reham Adel Ali; Mohamed Soliman; Muhammad Roflee Weahama; Muhammadafeefee Assalihee; Imran Mahmud – Smart Learning Environments, 2025
The current study explores metaverse adoption among higher education institutions (HEIs) in the light of a theoretical framework to empower future perspectives of the metaverse as a learning platform. Even though this technology was just recently introduced to the higher education sector, very few attempts have been made to evaluate its impact.…
Descriptors: Technology Uses in Education, College Students, Student Attitudes, Private Colleges
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Azmi Fitriati; Subuh Anggoro; Corrienna Abdul Talib; Tin Lam Toh – Turkish Online Journal of Distance Education, 2025
The Technology Acceptance Model (TAM) is a concise and efficient predictive model used to explain the acceptance of m-learning technology. However, several studies have shown that TAM cannot fully explain the acceptance of m-learning among Generation Z. This study aims to formulate TAM as a model of m-learning acceptance for Generation Z. TAM…
Descriptors: Foreign Countries, College Students, Young Adults, Self Efficacy
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Gülten Genç; Özge Kirmizibayrak – Journal of Education and Learning (EduLearn), 2025
This study aims to discover the impact of a technology-based course on the self-efficacy and knowledge levels of pre-service English as a foreign language (EFL) teacher about integrating Web 2.0 tools into the foreign language teaching process. The study also intends to determine the self-efficacy and knowledge levels of the pre-service EFL…
Descriptors: Preservice Teachers, Language Teachers, Second Language Instruction, English (Second Language)
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Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
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Sita Lama – E-Learning and Digital Media, 2025
The objective of this study is to analyse the role that motivation and attitude play as mediators in the relationship between student satisfaction with online learning and comfort during COVID-19 pandemic in Sikkim, India. We define perceived comfort as the level of flexibility and convenience in using technologies for online learning. Motivation…
Descriptors: Foreign Countries, Student Attitudes, Student Satisfaction, Online Courses
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F. Sehkar Fayda-Kinik; Munevver Cetin – Journal of Computer Assisted Learning, 2025
Background: The unprecedented access to information in the 21st century entails a deep understanding of information and communication technology (ICT)-related factors in education and their impacts on learning and teaching. The role of attitudes towards ICT is a proven factor in student achievement. However, there is no consensus about the…
Descriptors: Information Technology, Technology Uses in Education, Academic Achievement, Secondary Education
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Fatma Costu – Journal of Educational Research, 2025
This study aims to explore the perspectives of gifted students on augmented reality, one of the innovative possibilities offered by instructional technologies. Action research involved 40 gifted students aged 10-11, enrolled in a Science and Art Center (SAC). Over the course of five weeks, the study focused on teaching various topics related to…
Descriptors: Academically Gifted, Student Attitudes, Science Education, Computer Simulation
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Valeria Aloizou; Stavey Linardatou; Michael Boloudakis; Symeon Retalis – British Journal of Educational Technology, 2025
Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in-game elements by…
Descriptors: Kindergarten, Core Curriculum, Classroom Environment, Movement Education
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Asma Alsahil – Innovation in Language Learning and Teaching, 2025
Purpose: Despite substantial research on students' perceptions of collaborative writing, only a few studies have provided a deep understanding of their perceptions and attitudes toward computer-supported collaborative writing (CSCW). Previous studies have examined learners' perceptions and attitudes using questionnaires or interviews at a specific…
Descriptors: Student Attitudes, English (Second Language), Second Language Learning, Collaborative Writing
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Dongkwang Shin; Suh Keong Kwon; Wonjun Izac Noh; Yohan Hwang – Journal of Computer Assisted Learning, 2025
Background: This study examines the evolution of English speaking proficiency test methods, which have traditionally relied on face-to-face interactions to assess communicative language competence. Recently, computer-based language tests have also been used on a larger scale, albeit with concerns about their impact on measurement. Objectives: This…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Learning
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Katarína Žáková; Diana Urbano; Ricardo Cruz-Correia; José Luis Guzmán; Jakub Matišák – Education and Information Technologies, 2025
Understanding how students interact with AI bots is a first step towards integrating them into instructional design. In this report, the results of a survey conducted in three European higher education institutions, and in the context of four different areas are presented. Among other things, they reveal for what purposes students use ChatGPT,…
Descriptors: Student Attitudes, Teacher Attitudes, Artificial Intelligence, Natural Language Processing
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Yen-Ting Hsu; Ana López Ricoy – Teaching Sociology, 2025
Sociology instructors widely recognize writing as an effective tool for deep learning. However, we argue that deep reading is a prerequisite for effective thinking through writing. To support this argument, we highlight the potential of deep reading teaching techniques, such as concept mapping, to empower students to master class readings and…
Descriptors: Reading Processes, Sociology, Concept Mapping, Introductory Courses
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Masoumeh Bagheri-Nesami; Mahsa Kamali; Amirabbas Mollaei – Smart Learning Environments, 2025
Nurses acknowledge that their understanding of the shortcomings in the utilization of medical devices stems from insufficient knowledge about their correct usage. The use of Quick Response (QR) technology has paved a new gateway for accessing information and resources. The available evidence confirmed the usefulness of QR codes for use in clinical…
Descriptors: Medical Services, Handheld Devices, Knowledge Level, Clinical Experience
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Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
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Chengliang Wang; Xiaojiao Chen; Zhebing Hu; Sheng Jin; Xiaoqing Gu – Journal of Computer Assisted Learning, 2025
Background: ChatGPT, as a cutting-edge technology in education, is set to significantly transform the educational landscape, raising concerns about technological ethics and educational equity. Existing studies have not fully explored learners' intentions to adopt artificial intelligence generated content (AIGC) technology, highlighting the need…
Descriptors: College Students, Student Attitudes, Computer Attitudes, Computer Uses in Education
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