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Mahmuda Ma'arif; Ridwan Santoso; Dikdik Baehaqi Arif; Zalik Nuryana – Journal of Education and Learning (EduLearn), 2025
This study aims to compare the impact of hybrid learning and online learning on students' understanding of concepts at the college level. The type of research used in this study was a quasi-experimental control group design. This research data collection technique was obtained from 100 students who attended civic education lectures. The number of…
Descriptors: Foreign Countries, College Students, Citizenship Education, Blended Learning
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Yizhou Fan; Luzhen Tang; Huixiao Le; Kejie Shen; Shufang Tan; Yueying Zhao; Yuan Shen; Xinyu Li; Dragan Gaševic – British Journal of Educational Technology, 2025
With the continuous development of technological and educational innovation, learners nowadays can obtain a variety of supports from agents such as teachers, peers, education technologies, and recently, generative artificial intelligence such as ChatGPT. In particular, there has been a surge of academic interest in human-AI collaboration and…
Descriptors: College Students, Writing Achievement, Writing Exercises, Artificial Intelligence
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Tahereh Firoozi; Hamid Mohammadi; Mark J. Gierl – Journal of Educational Measurement, 2025
The purpose of this study is to describe and evaluate a multilingual automated essay scoring (AES) system for grading essays in three languages. Two different sentence embedding models were evaluated within the AES system, multilingual BERT (mBERT) and language-agnostic BERT sentence embedding (LaBSE). German, Italian, and Czech essays were…
Descriptors: College Students, Slavic Languages, German, Italian
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Yiluo Wang; Lifang Pan – Education and Information Technologies, 2025
At present, when the educational process takes place both in classrooms and remotely, the role of innovative technologies is rapidly increasing. The purpose of the study is to determine the influence of immersive virtual reality in teaching on predictors of emotional intelligence development in university students. The questionnaire method was…
Descriptors: College Students, Computer Simulation, Emotional Intelligence, Technology Integration
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Norfarizah Mohd Bakhir; SiBo Zhou; Shu Chen; Zhou Tianlong – Journal of Educational Computing Research, 2025
This study investigates the effectiveness of digital games in arts education for learning art knowledge and enhancing art interest. Art knowledge includes the topics of art history, production, esthetics, and art criticism. A quasi-experimental approach was used in this study. A 1-month course on arts education digital games was conducted with 40…
Descriptors: College Students, Art Education, Art Appreciation, Art Criticism
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Omid Noroozi; Maryam Alqassab; Nafiseh Taghizadeh Kerman; Seyyed Kazem Banihashem; Ernesto Panadero – Assessment & Evaluation in Higher Education, 2025
Many peer feedback studies examined students' perceptions. Yet, little is known about how perceived and actual learning are related, and how they are influenced by individual and contextual characteristics including success level, educational level, gender, and academic major. This exploratory study addressed this research gap. Students from a…
Descriptors: Foreign Countries, College Students, Self Evaluation (Individuals), Academic Achievement
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Osman Söner; M. Furkan Tunc – International Journal of Psychology and Educational Studies, 2025
This study aims to examine the vocational values of high school and private foundation university students in the Küçükçekmece district of Istanbul province based on gender and educational level. Utilizing a survey model, the research seeks to generalize students' vocational values and abilities within different educational settings. The study…
Descriptors: High School Students, College Students, Foreign Countries, Educational Attainment
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Angxuan Chen; Jiyou Jia; Yuzhen Li; Lingyu Fu – Journal of Educational Computing Research, 2025
Role-play activities are considered a useful instructional design in enhancing the speaking performance of foreign language learners. However, in the traditional classroom context, learners may not readily have access to interlocutors for role-play activities. In this study, we proposed a designed method that integrated the GenAI agent into…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Instruction