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Satoe Okabayashi; Kyoko Kitazawa; Hisashi Noma; Yoshimitsu Takahashi; Taku Iwami; Takashi Kawamura; Takeo Nakayama – Health Education Research, 2024
Evidence-based medicine (EBM) is helpful for laypersons' decision-making. This study aimed to evaluate the effectiveness of e-learning materials on the essential components of EBM for laypersons. We conducted a web-based, open-label, randomized controlled trial with laypersons in Japan aged [greater than or equal to]20 years who used the internet.…
Descriptors: Electronic Learning, Instructional Materials, Medicine, Randomized Controlled Trials
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Ya Xiao; Khe Foon Timothy Hew – British Journal of Educational Technology, 2024
Gamification has often been used to stimulate learner engagement via intangible rewards, such as virtual points and virtual badges, rather than material goods or benefits. However, not all learners value such intangible rewards; some express their desire to redeem intangible rewards for utilitarian resources or benefits. Although tangible rewards…
Descriptors: Students, Motivation, Rewards, Electronic Learning
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Rania A. M. Abdulmunem – Technology, Pedagogy and Education, 2024
The study aimed to assess the effectiveness of digital participatory training based on virtual classrooms in developing teaching skills among pre-service teachers. A quasi-experimental approach was employed using a teaching skills checklist as the measurement tool. The sample included 46 students from the Child Education Department, intentionally…
Descriptors: Teaching Methods, Skill Development, Virtual Classrooms, Educational Technology
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Yao Lu; Ning Ma; Wen-Yu Yan – International Journal of Educational Technology in Higher Education, 2024
In the area of online teacher training, asynchronous collaboration faces several challenges such as limited learner engagement and low interaction quality, thereby hindering its overall effectiveness. Drawing on social comparison theory, providing social comparison feedback to teacher-learners in online asynchronous collaborative learning offers…
Descriptors: Feedback (Response), Electronic Learning, Asynchronous Communication, Teacher Education
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Hung-Yu Chan; Shu-Wei Liu; Huei-Tse Hou – Interactive Learning Environments, 2024
This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The game features real people playing NPC characters, and provides a multi-dimensional scaffolding mechanism with realistic story and historical scenes, allowing learners to engage in strategic planning and problem solving during a…
Descriptors: Educational Games, Scaffolding (Teaching Technique), Electronic Learning, Play
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Zhiqun Ouyang; Yujun Jiang; Huying Liu – International Review of Research in Open and Distributed Learning, 2024
This study, which is quasi-experimental in nature, looks into how language learners' willingness to communicate and engagement in English as a foreign language (EFL) classrooms are affected by Duolingo. The control and experimental groups comprised two complete classes with forty EFL students. To compare learner engagement and communication…
Descriptors: Artificial Intelligence, Information Technology, English (Second Language), Communication Strategies
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
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GuoRong Huang; Xing Liu; Hui Sun – International Journal of Web-Based Learning and Teaching Technologies, 2024
This research evaluates the efficacy of a basketball-based teaching and training system supported by 5G technology in a wireless network environment. Initially are information about the Chinese basketball students is first gathered and then divided into a Control Group (CG) and an Experimental Group (EG). The control group uses the standard method…
Descriptors: Curriculum Development, Team Sports, Internet, Computer Networks
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Kavitha Murthi; Yu-Lun Chen; Wendy Martin; Ariana Riccio; Kristie Patten – Research in Science Education, 2024
Current research underscores that there are only a few evidence-based programs that teach STEM (science, technology, engineering, and mathematics) as part of their curriculum, especially for autistic students. Even fewer programs focus on engineering and design learning. Hence, we developed an informal afterschool maker program to develop autistic…
Descriptors: Middle School Students, Autism Spectrum Disorders, STEM Education, After School Programs