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Ahmed Hosny Saleh Metwally; Ronghuai Huang; Paula Toledo Palomino; Ahmed Mohamed Fahmy Yousef – Education and Information Technologies, 2024
Gamifying online homework activities and learning assignments is an effective approach to facilitate students' engagement and enjoyment. While incorporating game elements to gamify homework and learning assignments promoted positive psychological and learning outcomes, the mere use of these elements brings several flaws associated with the gameful…
Descriptors: Gamification, Homework, Instructional Effectiveness, Motivation
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Ronald Bishop; Talitha Best; Mike Horsley – e-Journal of Business Education and Scholarship of Teaching, 2024
The purpose of this meta-analysis was to examine prior research that compared the differences between the academic performance of students who undertook online homework as against those that undertook traditional pen and pencil homework. Eighteen experimental and quasi-experimental studies met inclusion criteria for the meta-analysis. Eleven found…
Descriptors: Comparative Analysis, Homework, Meta Analysis, Academic Achievement
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Xiu Xin; Meng Zhang – Journal of Computer Assisted Learning, 2024
Background: Some studies have researched the correlation between flipped learning and cognitive learning outcomes; however, there is a paucity of research elaborating on the effects of flipped language learning on cognitive load (CL). Objectives: This study investigates the effects of using flipped learning designs (student-led, teacher-led and…
Descriptors: Flipped Classroom, Second Language Learning, English (Second Language), Computer Assisted Instruction