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Showing 1 to 15 of 48 results Save | Export
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Ahmed Tlili; Soheil Salha; Juan Garzón; Mouna Denden; Kinshuk; Saida Affouneh; Daniel Burgos – Journal of Computer Assisted Learning, 2024
Background Study: Several meta-analysis studies have investigated the effects of mobile learning on learning performance. However, limited attention has been paid to pedagogy in mobile learning, making quantitative evidence of the effects of pedagogical approaches on learning performance in mobile learning scarce. Filling this gap can therefore…
Descriptors: Teaching Methods, Instructional Effectiveness, Electronic Learning, Student Experience
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Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
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Gisela Canelhas; Cristina Ponte – Journal of Educational Multimedia and Hypermedia, 2025
Educational videos offer an engaging and accessible way for preschool children to learn, but their effectiveness can be influenced by several factors, including the quality of the audio and video components, as well as the screen size of the displaying device. While e-books and mobile applications have shown that different screen sizes can lead to…
Descriptors: Educational Technology, Video Technology, Instructional Films, Instructional Effectiveness
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Yasmany García-Ramírez – International Society for Technology, Education, and Science, 2024
Road design education faces challenges in effectively bridging theoretical knowledge with realworld applications. Traditional classroom-based teaching methods often fall short in preparing engineering students for the complexities encountered in practical scenarios. To address this gap, innovative pedagogical strategies, such as micro-field trips,…
Descriptors: Civil Engineering, Engineering Education, Field Trips, Learning Experience
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Jamin D. Speer – Education Economics, 2024
The switch to remote classes disrupted higher education during the COVID-19 pandemic. Online courses have the potential to be especially disruptive in health fields, where more of the learning is hands-on and practice-based. Using detailed pre-COVID administrative data from a large, diverse public university, I study how online course delivery can…
Descriptors: Academic Achievement, Online Courses, Health, Electronic Learning
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Matthew Schmidt; Yvonne Earnshaw; Isa Jahnke; Andrew A. Tawfik – Educational Technology Research and Development, 2024
This paper explores the adoption of an entangled eclecticism perspective in Learning Experience Design (LXD), integrating a sociotechnical-pedagogical systems approach. It emphasizes the significance of considering the sociocultural, technological, and pedagogical dimensions of learning as a cohesive, interconnected ecology to design effective…
Descriptors: Design, Learning Experience, Instructional Effectiveness, Culturally Relevant Education
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Fatema Al Nabhani; Mahizer Bin Hamzah; Hassan Abuhassna – Contemporary Educational Technology, 2025
This study sought to investigate the effects of employing artificial intelligence (AI) on the customization of educational content and the enhancement of academic performance and engagement among students and teachers. The research involved a sample of ninth-grade students and their educators from diverse subjects, utilizing questionnaires to…
Descriptors: Artificial Intelligence, Technology Uses in Education, Individualized Instruction, Learning Experience
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Özgür Aydin; Talha Murathan – Malaysian Online Journal of Educational Technology, 2024
This study aims to examine the perceptions and effectiveness evaluations of blended learning environments among university students majoring in sports education at Inönü University and Firat University. The research, conducted in the 2022-2023 academic year, is descriptive using quantitative methods, with a sample of 674 students from the…
Descriptors: Blended Learning, Undergraduate Students, Athletics, Evaluation
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Nurul Hazlina Noordin; Kamil Khalili Bin Haji Abdullah; Phuah Soon Eu – IEEE Transactions on Education, 2024
Contribution: This study presents an innovative experiential learning model utilizing an educational pico satellite kit as a tool for cultivating digital making skills. The distinct approach showcases a positive impact on students' learning experiences and serves as a motivating force, offering valuable implications for engineering and technical…
Descriptors: Digital Literacy, Skill Development, STEM Education, Instructional Effectiveness
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Tarek Ait Baha; Mohamed El Hajji; Youssef Es-Saady; Hammou Fadili – Education and Information Technologies, 2024
Artificial Intelligence (AI) technologies have increasingly become vital in our everyday lives. Education is one of the most visible domains in which these technologies are being used. Conversational Agents (CAs) are among the most prominent AI systems for assisting teaching and learning processes. Their integration into an e-learning system can…
Descriptors: Secondary School Students, Public Schools, Foreign Countries, Artificial Intelligence
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Hon Keung Yau; Ka Fai Tung – Turkish Online Journal of Educational Technology - TOJET, 2025
This study explores the development and evaluation of a chatbot model designed to facilitate learning within a department of a university. The project aims to enhance the learning experience by incorporating customized data into the chatbot's knowledge base, enabling personalized and context-aware interactions. The research investigates the…
Descriptors: Instructional Effectiveness, Artificial Intelligence, Computer Software, Technology Integration
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Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
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Genady Kogan; Hadas Chassidim; Irina Rabaev – Educational Technology Research and Development, 2024
The main goal of this study was to evaluate the impact of an animation and visualization of data structures (AVDS) tool on both perceptions and objective test performance. The study involved a rigorous experiment that assessed the usability, acceptability, and effectiveness of the AVDS tool in solving exercises. A total of 78 participants…
Descriptors: Animation, Teaching Methods, Instructional Effectiveness, Learning Experience
Omar Jasim Almamoori – ProQuest LLC, 2024
This study examines the impact of gamification elements, in particular leaderboards, badges, and eBucks, on the cognitive engagement (CE), intrinsic motivation (IM), and self-efficacy (SE) of English Language Learners (ELLs) at a high school in the Southeastern United States. The investigation, conducted during optional weekly readings, utilizes a…
Descriptors: English Language Learners, English (Second Language), Cognitive Processes, Learner Engagement
Erin Fox – ProQuest LLC, 2024
The problem for this qualitative study was how educators experience professional development using podcast listening combined with independent jot journals and collegial discussions. The research questions aimed to discover whether teachers would accept or reject this professional development as well as potential lesson plan designs or…
Descriptors: Faculty Development, Collegiality, Audio Equipment, Journal Writing
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