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Showing 1 to 15 of 28 results Save | Export
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Qian Fu; Xinyi Zhou; Yafeng Zheng; Zhenyi Wang – Journal of Computer Assisted Learning, 2025
Background: Understanding algorithms is crucial for programming education, yet their abstract nature often challenges students. Algorithm visualisation (AV) has been proven effective in enhancing algorithmic thinking among university students. However, its efficacy for elementary school students and the optimal forms of AV tools remain unclear.…
Descriptors: Algorithms, Visualization, Elementary School Students, Learning Motivation
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Chien-Yuan Su; Yuqing Guo; Juncheng Shen – International Journal of Technology in Education, 2025
The incorporation of gamification into online courses has become an increasingly popular approach to enhance students' learning experience, as it has the potential to increase their engagement, motivation, and interest. In this study, we examined the impact of three gamified components--rewards, role-playing, and competition--on students' learning…
Descriptors: Gamification, Online Courses, Learning Motivation, Learner Engagement
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Xu Zhongyan; Sunate Thaveethavornsawat; Touchakorn Suwancharas; Areeya Juijumlong – Higher Education Studies, 2025
The objectives of this research were 1) to explore the current situation of sustainable development for lifelong learning of adult higher education in Zhejiang Province and 2) to propose strategies for the sustainable development of lifelong learning of adult higher education in Zhejiang Province and 3) evaluating the effectiveness of the strategy…
Descriptors: Lifelong Learning, Sustainable Development, Higher Education, Adult Education
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Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
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Yuhan Wang; Xin Sun – Social Psychology of Education: An International Journal, 2025
Chinese culture emphasizes the role of diligence in learning, and thus such educational values are thought to promote a growth mindset--the belief that one's intellectual potential can be improved through investing efforts. Yet, some recent studies found mixed or even opposite trends that Chinese students hold a relatively fixed mindset of…
Descriptors: Foreign Countries, Asian Culture, Meta Analysis, Self Efficacy
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Miaomiao Shen; Chenzhe Peng – International Journal of Web-Based Learning and Teaching Technologies, 2025
This paper explores the application and efficacy of task-based teaching (TBT) methods within the context of internet-based distance learning for English, with a particular focus on integrating environmental education. Through an empirical study involving two groups of college students, the authors examine how TBT can enhance students' language…
Descriptors: Teaching Methods, Instructional Innovation, Internet, Distance Education
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Rui Yuan; Xuyan Qiu; Chuang Wang; Tiefu Zhang – Journal of Multilingual and Multicultural Development, 2025
Informed by a mixed methods research design, the study investigates the interrelations between students' attitudes toward English learning, English-medium instruction (EMI), and the use of their first language (i.e. code-switching) in relation to a range of biographic and contextual factors in their situated EMI programmes. The quantitative…
Descriptors: Student Attitudes, Language Attitudes, Second Language Learning, English (Second Language)
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Yumeng Zhu; Caifeng Zhu; Tao Wu; Shulei Wang; Yiyun Zhou; Jingyuan Chen; Fei Wu; Yan Li – Education and Information Technologies, 2025
With the prevalence of Large Language Model-based chatbots, middle school students are increasingly likely to engage with these tools to complete their assignments, raising concerns about its potential to harm students' learning motivation and learning outcomes. However, we know little about its real impact. Through quasi-experiment research with…
Descriptors: Artificial Intelligence, Assignments, Middle School Students, Influence of Technology
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Yuyu Dai; Xuebu Hu – Education and Information Technologies, 2025
Online learning as an emerging learning method has a significant impact on education, which cannot be ignored. This article explores the relationship between engagement (including cognition, behavior and emotion), motivation, environment, and college students' concentration in online learning during the COVID-19 pandemic. A total of 889 college…
Descriptors: Foreign Countries, College Students, Attention, Electronic Learning
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Zhongling Pi; Xin Guo; Caixia Liu; Jiumin Yang – Active Learning in Higher Education, 2025
Students are often encouraged to explain recently-taught information to others to enhance their learning in various settings including face-to-face in the classroom, through text, or in educational videos. However, nearly all studies on the impact of explaining things to others have focused on the effects of explaining to a less-knowledgeable…
Descriptors: Peer Teaching, Prior Learning, Video Technology, Peer Relationship
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Puyiqiu Liu; Zheng Huang; Yun Feng Zhang; Xiao Shu Xu – International Journal of Learning Technology, 2025
This study aimed to develop and validate the online learning experience scale for art students (OLESA) in higher education. A qualitative-quantitative sequential mixed-method design was used for the instrument validation. According to the widely-accepted scale development process, this study followed the steps of item pool generation, expert…
Descriptors: Foreign Countries, Online Courses, Art Education, College Students
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Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
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Yuting Zheng; Yuanlan Jiang; Jian-E- Peng – SAGE Open, 2025
English Language MOOCs (LMOOCs) employ multimodal resources to enhance second language learners' engagement and motivation. This study examined the multimodal instructional discourse in English LMOOCs in a Chinese MOOC platform, focusing on the rhetorical relations between the linguistic mode, termed verbiage, and two non-linguistic modes, namely…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Weijuan Li – European Journal of Education, 2025
In recent years, the integration of big data and learning analytics has emerged as a significant trend across educational systems worldwide. The implementation of such technologies within universities -- particularly in China -- holds considerable potential for transforming teaching and learning practices. By enabling personalised, data-driven…
Descriptors: Universities, Learning Analytics, Educational Practices, Foreign Countries
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Xuanyan Zhong; Zehui Zhan – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance and feedback to self-directed learners during programming problem-solving and to improve learners' computational thinking. Design/methodology/approach: By…
Descriptors: Intelligent Tutoring Systems, Computer Science Education, Programming, Independent Study
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