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Showing 1 to 15 of 485 results Save | Export
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M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
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Yunxin Luo – Studies in Higher Education, 2024
International students are fundamental actors in the university's knowledge management process, but little is known about their knowledge activities. The purpose of this study is to understand how the knowledge sharing process in higher education unfolds in the context of international students' perspectives. Based on a qualitative approach, data…
Descriptors: College Students, Foreign Students, Knowledge Management, Learning Strategies
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Panfilova, Valentina; Spichak, Valentina; Zhumakhanova, Anargul – International Journal of Web-Based Learning and Teaching Technologies, 2022
The study considers the features of the algorithms of educational mobile games. The research analyzes the main functions and characteristics of 55 educational mobile games. The system of each mobile application for learning a foreign language consists of 13 key algorithms. An experiment involving three Russian (342 participants) higher educational…
Descriptors: Educational Games, Handheld Devices, Vocabulary Development, Second Language Learning
Rachel Parker; Amy Berry; Kellie Picker; David Jeffries; Prue Anderson; Oksana Zabolotna – Australian Council for Educational Research, 2024
The Learning Through Play (LTP) at School Research Study Ukraine was a four-year intervention study funded by the LEGO Foundation and implemented by the Australian Council for Educational Research (ACER) and the Ukrainian Educational Research Association (UERA). The intervention was a two-year professional learning program that blended online, and…
Descriptors: Play, Learning Processes, Intervention, Classroom Techniques
Rachel Parker; Amy Berry; Kellie Picker; David Jeffries; Prue Anderson; Oksana Zabolotna – Australian Council for Educational Research, 2024
The Learning Through Play at School Research Study Ukraine was a four-year longitudinal intervention study funded by the LEGO Foundation and implemented by the Australian Council for Educational Research (ACER) and the Ukrainian Educational Research Association (UERA). The study was implemented between 2019 and 2024, during COVID-19 and the…
Descriptors: Program Implementation, War, Armed Forces, Play
Rudenko, Irina V.; Bystrova, Natalia V.; Smirnova, Zhanna V.; Vaganova, Olga I.; Kutepov, Maxim M. – Journal of Educational Psychology - Propositos y Representaciones, 2021
Intellectual potential acts as a driving force of social and economic development of the modern state. In a high-tech society, there is a significant increase in interest in identifying and implementing the intellectual abilities of young people. The purpose of the article is to review the experience of using modern educational technologies in…
Descriptors: Academically Gifted, Educational Technology, Gifted Education, Technology Integration
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Veraksa, Nikolay; Sheridan, Sonja; Colliver, Yeshe – Pedagogy, Culture and Society, 2023
Child-centred and teacher-directed curricula have long been presented as mutually exclusive approaches to early education. Interestingly, recent research suggests a 'balance' of the two yields the best child outcomes, yet how this balance is struck varies considerably across contexts and even studies. In this paper, we use the writings of Russian…
Descriptors: Student Centered Learning, Learning Activities, Inclusion, Early Childhood Education
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Pan Qi; Nurul Farhana Binti Jumaat; Hassan Abuhassna; Li Ting – Contemporary Educational Technology, 2024
This systematic literature review aims to offer an in-depth analysis of the existing research landscape regarding the application of the flipped classroom approach within the domain of language learning. The investigators methodically selected and analyzed 57 papers from 656 documents using a systematic and rigorous approach to literature…
Descriptors: Flipped Classroom, Second Language Learning, Student Attitudes, Language Proficiency
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Jingfang Xia; Yao Ge; Zijun Shen; Mudasir Rahman Najar – International Review of Research in Open and Distributed Learning, 2024
Learners might have several challenges while attempting to learn a second/foreign language. Learners of Chinese face linguistic, psychological, and educational challenges. The integration of technology, especially artificial intelligence (AI), into teaching foreign languages is a blessing for teachers and learners. This study delved into the…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Linguistics, Psychological Patterns
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Mirabile, Paul Vincent – Multicultural Learning and Teaching, 2023
To teach English as a second foreign language at university levels provides the educator or professor an excellent occasion to compare the first and second languages by a series of analogical activities that not only highlight the similar forms and structures of them, but more important still, oblige students to comprehend these forms and…
Descriptors: Teaching Methods, English (Second Language), Second Language Instruction, Foreign Countries
Evgenievich Egorov, Evgeny; Petrovna Prokhorova, Maria; Evgenievna Lebedeva, Tatiana; Aleksandrovna Mineeva, Olga; Yevgenyevna Tsvetkova, Svetlana – Journal of Educational Psychology - Propositos y Representaciones, 2021
The Moodle learning management system (LMS) is currently successfully integrated into the educational activities of higher education. This article discusses the peculiarities of Moodle LMS and elements of training courses in it. The research aims at highlighting the assessments of opportunities and disadvantages of the Moodle LMS from the…
Descriptors: Integrated Learning Systems, Electronic Learning, Blended Learning, Distance Education
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Masalimova, Alfiya R.; Ryazanova, Elena L.; Tararina, Larisa I.; Sokolova, Ekaterina G.; Ikrennikova, Yuliya B.; Efimushkina, Svetlana V.; Shulga, Tatiana I. – Cypriot Journal of Educational Sciences, 2021
The relevance of the research is determined by the key ideas of the hybrid format of students distance learning and collaborative technologies of its implementation in the post- pandemic perspective of the university educational process. The authors, taking into account the trends of transformations of the educational process of the university in…
Descriptors: Distance Education, Electronic Learning, Online Courses, Educational Change
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Veryaeva, Kseniya; Solovyeva, Olga – International Journal of Distance Education Technologies, 2021
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Affordances
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Soboleva, Elena V.; Suvorova, Tatyana N.; Grinshkun, Aleksandr V.; Nimatulaev, Magomedkhan M. – European Journal of Contemporary Education, 2021
The problem to be solved by the research is due to the need to prepare a graduate capable of creative thinking, working in a team, managing changes, projects, teams of people within the modern educational environment, and insufficient degree of development of the methodological base for training specialists of the future that meets these…
Descriptors: Creative Thinking, Teamwork, Cooperative Learning, Group Activities
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Shakhmalova, Irina; Zotova, Natalia – Journal of Psycholinguistic Research, 2023
Educational digital games can be an effective way to teach English grammatical material because they provide an interactive and engaging learning experience. The purpose of this study is to clarify how playing digital games affects students' motivation and performance in university-level English grammar classes. [The North-Eastern Federal…
Descriptors: Learning Motivation, Student Evaluation, Educational Games, Computer Games
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