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Dwayne Wood; Scott H. Moss – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of the study was to evaluate the impact of generative artificial intelligence (GenAI) on students' learning experiences and perceptions through a master's-level course. The study specifically focused on student engagement, comfort with GenAI and ethical considerations. Design/methodology/approach: The study used an action…
Descriptors: Artificial Intelligence, Learning Experience, Influence of Technology, Evaluation
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Kershnee Sevnarayan – Journal of Pedagogical Research, 2024
This study explores the dynamics of ChatGPT on perceptions and challenges encountered by students and lecturers in a South African open distance e-learning [ODeL] university. It investigates whether ChatGPT disrupts traditional perceptions of online distance education held by students and lecturers and identifies specific functions and features of…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Open Education
Elizabeth Louanne Keele – ProQuest LLC, 2024
The problem in this study is lack of research regarding perceptions of first-year nontraditional students (FYNTSs) who are enrolled in a face-to-face community college course regarding how mobile learning in the classroom affects their emotional engagement. Understanding this provides critical insights as well as enhanced and more accessible…
Descriptors: Community College Students, Adult Students, Student Attitudes, Handheld Devices
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Gedik, Nuray; Uça Günes, Esra Pinar; Beylik, Ayfer; Çabuk, Alper; Tiras, Engin – Open Praxis, 2023
The emergency distance education period has led to new instructional experiences and unique practices in higher education. This study focuses on one such practice that included portable lightboards designed as a cost-effective solution to support instructors' online teaching processes from their homes. Using a case study design, data were…
Descriptors: Educational Technology, Video Technology, Technology Uses in Education, College Students
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Mugur V. Geana; Dan Cernusca; Pan Liu – Journal of Computer Assisted Learning, 2024
Background: Education is, after gaming, the second largest sector embracing augmented reality (AR) at an accelerated pace, yet studies on AR's potential as an efficient learning environment had mixed results. Objectives: This study's primary objective is to test students' interaction with graphical 3D elements in AR and its impact on information…
Descriptors: Learner Engagement, Computer Simulation, Technology Uses in Education, Information Dissemination
Rana Sanyal – ProQuest LLC, 2024
Purpose. Researchers have recommended using comprehensive visual materials in engineering courses, as visuals instill more information in students than auditory information and they have the ability to engage students more effectively than other types of content and to convey the nuances of non-verbal communication. The purpose of this study was…
Descriptors: Video Technology, Technology Uses in Education, Learner Engagement, Engineering Education
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Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
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Caitlin E. Smith Sockbeson – Management Teaching Review, 2024
Throughout the COVID-19 pandemic, faculty have had to restructure classes to new formats, and expectations of flexibility may remain if and when the pandemic subsides. Quizizz[TM] is an online platform for quizzing and interactive lessons suitable for in-person, online, and hybrid/hyflex classes. Quizizz, which is available for free or with an…
Descriptors: Tests, Internet, Learner Engagement, Learning Modalities
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Gayathri Sadanala; Xinhao Xu; Hao He; Jhon Alexander Bueno-Vesga; Shangman Li – Journal of Research on Technology in Education, 2024
Virtual reality (VR) applications have displayed remarkable development in the past two decades and have now been used vastly across the world for various educational purposes. The aim of this study was to explore the experience of a three dimensional (3D) desktop VR-based orientation for new online university students. The research study adopted…
Descriptors: Computer Simulation, College Students, School Orientation, Student Adjustment
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Jun Guo; Yihong Chen; Tao Wang; Zhouyu Zhang – International Journal of Web-Based Learning and Teaching Technologies, 2024
The study aimed to assess the extent of utilization of the Learning Resource Management System (LRMS) and its impact on student' engagement among 218 college students at ZhongShan College. Utilizing a descriptive correlational approach with a quantitative method, the study found that the students perceived a very high extent of utilization of…
Descriptors: Foreign Countries, Learner Engagement, College Students, Learning Management Systems
Ali Ceyhun Muftuoglu – ProQuest LLC, 2024
This study investigates the role of Immersive Virtual Reality (IVR) in facilitating Transformative Experiences (TE) and enhancing everyday engagement with learning. Using the Teaching for Transformative Experiences in Science (TTES) model, this research integrates IVR's unique affordances--presence and agency--to examine how immersive learning…
Descriptors: Computer Simulation, Transformative Learning, Learner Engagement, Science Education
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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
Matthew Dorsch – ProQuest LLC, 2024
The shift to online learning management systems such as Canvas seemed to assume students would become more independent and self-regulated, yet little research has been conducted in this area, especially with school-age students. This study examined the ways middle school students engaged with an online learning management system (LMS) and their…
Descriptors: Executive Function, Middle School Students, Digital Literacy, Influence of Technology
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Meina Zhu – Open Learning, 2024
Self-directed learning (SDL) is necessary for successful learning in MOOCs. Motivation is one of the critical elements of SDL. This mixed-method study examined the design and delivery of MOOCs to motivate learners for SDL. The data collection methods included semi-structured interviews with 22 MOOC instructors, a document review of 22 MOOCs, and…
Descriptors: MOOCs, Distance Education, Student Motivation, Learner Engagement
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Mohamed Oubibi; Katsiaryna Hryshayeva – Education and Information Technologies, 2024
Background: In primary school art education, it is crucial to foster innovative thinking, encourage hands-on creativity, and nurture an awareness of fundamental artistic aesthetics. Thus, the curriculum should emphasize art literacy development, and it should be supplemented with practical activities and promote humanistic values. Objectives: This…
Descriptors: Art Education, Computer Simulation, Educational Technology, Technology Uses in Education
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