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Mostafa Papi; Phil Hiver – Language Learning, 2025
Second language acquisition theory has traditionally focused on the cognitive and psycholinguistic processes involved in additional language (L2) learning. In addition, research on learner psychology has primarily centered on learners' cognitive abilities (e.g., aptitude and working memory) and internal traits or states (e.g., dispositions,…
Descriptors: Second Language Learning, Learning Theories, Learning Strategies, Linguistic Input
Emine Cabi – Education and Information Technologies, 2025
Learning Management System (LMS) can track student interactions with digital learning resources during an online learning activity. Learners with different goals, motivations and preferences may exhibit different behaviours when accessing these materials. These different behaviours may further affect their learning performance. The purpose of this…
Descriptors: Academic Achievement, Electronic Learning, Learning Management Systems, Student Behavior
Jessica M. Karch; Nicolette M. Maggiore; Jennifer R. Pierre-Louis; Destiny Strange; Vesal Dini; Ira Caspari-Gnann – Science Education, 2024
Small group interactions and interactions with near-peer instructors such as learning assistants serve as fertile opportunities for student learning in undergraduate active learning classrooms. To understand what students take away from these interactions, we need to understand how and what they learn during the moment of their interaction. This…
Descriptors: Teaching Assistants, Interaction, Active Learning, Electronic Learning
Patricia Muhuro; Simon Murote Kang’ethe – Research in Social Sciences and Technology, 2025
The flipped classroom is an emergent digital pedagogy credited with virtuous and student-centric characteristics of increased learning. The purpose of this study was to discuss the implementation of the Flipped Classroom Blended Learning Model among lecturers in African Universities. The study employed a qualitative literature review, after…
Descriptors: Flipped Classroom, Blended Learning, Models, Universities
Joel Weijia Lai; Wei Qiu; Maung Thway; Lei Zhang; Nurabidah Binti Jamil; Chit Lin Su; Samuel S. H. Ng; Fun Siong Lim – Journal of Learning Analytics, 2025
The growing use of generative AI (GenAI) has sparked discussions regarding integrating these tools into educational settings to enrich the learning experience of teachers and students. Self-regulated learning (SRL) research is pivotal in addressing this inquiry. One prevalent manifestation of GenAI is the large-language model (LLM) chatbot,…
Descriptors: Artificial Intelligence, Computer Software, Learning Analytics, Introductory Courses
Rich Whitney – New Directions for Student Leadership, 2024
Drawing on Kolb's experiential learning theory, this article offers practical and ready-to-use ideas that can be implemented into trainings to transform them into interactive experiences for students. By blending practical exercises with the power of theory, trainers can harness their creative ideas to craft dynamic training sessions that not only…
Descriptors: Experiential Learning, Learning Theories, Blended Learning, Creative Teaching
Keiichi Kobayashi – Educational Psychology Review, 2024
This study was conducted to meta-analytically investigate the influence of teaching vs. no teaching expectancy on the learning effects of teaching after preparatory learning. A meta-analysis of 39 studies revealed that a weighted mean effect size for the effect of teaching after studying with or without teaching expectancy vs. merely studying…
Descriptors: Learning Processes, Expectation, Prior Learning, Teacher Role
Designing Art Museum E-Learning Resources for Children: Content Analysis from Education Perspectives
Tiffany Shuang-Ching Lee – Interactive Learning Environments, 2024
In recent years, art museums have been putting more effort into creating e-learning resources (ELR) to encourage young children to learn about art off-site. However, research on art museum ELR from the perspective of educational content is scarce. Using the ELR offered to children by Queensland Art Gallery/ Gallery of Modern Art, Australia (QAGOMA…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
Shuoqiu Yang; Xu Du; Hengtao Tang; Jui-Long Hung; Yeye Tang – Education and Information Technologies, 2024
Collaborative Problem Solving (CPS) has received increasing attention for its role in promoting learners' cognitive and social development in STEM education. However, little is known about how learners interact dynamically within a group at different time granularities. This gap mainly resulted from overlooking the time dimension of interactions,…
Descriptors: Cooperative Learning, Problem Solving, Group Dynamics, Time Factors (Learning)
Azam Ghazali; Zakiah Mohamad Ashari; Joanne Hardman; Mohd Nazir Md Zabit – Journal of Turkish Science Education, 2025
Early science learning has the potential to enhance children's social interaction development, but a lack of resources in schools requires well-structured activities and a supportive learning environment. In a project aimed at helping children develop an interest in science education from an early age, this describes a Project-Based,…
Descriptors: Active Learning, Student Projects, Technology Uses in Education, Science Education
Eugene Loh; Meng Yew Tee – Malaysian Online Journal of Educational Sciences, 2025
The trialogical approach to learning offers a framework for fostering novelty and innovation. However, the framework lacks the details needed to guide practitioners. More studies should understand how it can be effectively adapted into instructional practices. This study addresses this gap by examining collaborative interactions' role in a…
Descriptors: Foreign Countries, College Instruction, Cooperative Learning, College Students
Daner Sun; Chee-Kit Looi; Yuqin Yang; Fenglin Jia – British Journal of Educational Technology, 2025
Universities, significantly impacted by the shift to online learning during pandemic, must critically evaluate their teaching methods and outcomes to enhance performance in the post-pandemic era. However, there has been a limited examination of whether students achieved comparable levels in cognition and social interaction during the pandemic…
Descriptors: Academic Achievement, Computer Assisted Instruction, Cooperative Learning, Pandemics
Chau Thuc Quyen; Huu Chanh Nguyen – Dinamika Ilmu, 2025
This study examines Vietnamese non-English major students' perceptions of Blooket, a game-based learning tool for English language education. Using a mixed-methods approach based on Asniza et al.'s (2021) framework, researchers collected survey data and conducted interviews to assess factors affecting student engagement. Quantitative results…
Descriptors: Foreign Countries, Nonmajors, English (Second Language), Second Language Learning
Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
Sohail Ahmed Soomro; Halar Haleem; Bertrand Schneider; Georgi V. Georgiev – IEEE Transactions on Learning Technologies, 2025
This study presents a monocular approach for capturing students' prototyping activities and interactions in digital-fabrication-based makerspaces. The proposed method uses images from a single camera and applies object reidentification, tracking, and depth estimation algorithms to track and uniquely label participants in the space, extracting both…
Descriptors: Learning Activities, Shared Resources and Services, Manufacturing, Photography