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Showing 1 to 15 of 67 results Save | Export
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Hoyt, Helina; Hauze, Sean – International Journal on E-Learning, 2023
Nursing education relies on simulation to provide standardized, safe clinical experiences to prepare nurses for complex patient scenarios. Traditional simulation requires cost-prohibitive equipment and facilities, which are incompatible with complex scenarios and distance learning. Early studies indicate eXtended Reality technology is an effective…
Descriptors: Nursing Education, Nursing Students, Photography, Computer Simulation
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Wei Chen; Lijia Lin; Weiguo Pang – Education and Information Technologies, 2025
A video lesson with generative learning activities has the potential to improve learning by engaging learners. However, existing literature regarding designing and implementing an interactive video lesson is insufficient. In the present study, we aimed to investigate: a) whether the use of the summarizing strategy would benefit learning via video…
Descriptors: Learning Processes, Video Technology, Learning Activities, Writing Skills
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Gilbert Dizon – The EUROCALL Review, 2024
Video streaming is a common social practice in modern society, especially among today's youth. Many people are also using these services as a resource for informal learning. However, few studies have examined the use of video streaming for self-directed foreign language (FL) learning beyond the classroom. The present study addresses this research…
Descriptors: Case Studies, Video Technology, Informal Education, Second Language Learning
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Jingjing Chen; Rao Muhammad Aqib Hassan; Shuai Sun; Yilin Mo; Dan Zhang – IEEE Transactions on Learning Technologies, 2025
The lightboard, an affordable and readily accessible tool, has become a promising approach for enhancing engagement in instructional videos. Despite its potential, previous studies have primarily highlighted the benefits of lightboard videos by evaluating learners' subjective experiences, with limited empirical research examining their impact on…
Descriptors: College Students, Mathematics Skills, Mathematics Achievement, Video Technology
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Zhongling Pi; Xin Guo; Caixia Liu; Jiumin Yang – Active Learning in Higher Education, 2025
Students are often encouraged to explain recently-taught information to others to enhance their learning in various settings including face-to-face in the classroom, through text, or in educational videos. However, nearly all studies on the impact of explaining things to others have focused on the effects of explaining to a less-knowledgeable…
Descriptors: Peer Teaching, Prior Learning, Video Technology, Peer Relationship
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Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
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Zheng, Xudong; Ma, Yunfei; Yue, Tingyan; Yang, Xianmin – Educational Technology Research and Development, 2023
The purpose of this study was to investigate the effects of different types of cues and self-explanation prompts in instructional videos on intrinsic motivation, learning engagement, learning outcomes, and cognitive load, which were indicators to measure deep learning performance. Seventy-two college students were randomly assigned to one of the…
Descriptors: Cues, Reflection, Prompting, Video Technology
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Koc, Mustafa; Yucel, Hasine Hilal – International Society for Technology, Education, and Science, 2022
YouTube is a Web 2.0 technology-based social media platform that enables users to produce and share their own videos as well as watch and interpret other users' video materials. The purpose of this study is to determine how university students perceive educational video clips shared on YouTube and whether their perceptions differ across some…
Descriptors: Student Attitudes, Video Technology, Age Differences, Gender Differences
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Aude Hansel; Natassia Schutz – Language Learning in Higher Education, 2025
Collaboration is essential for all English for Specific Purposes practitioners, whether they are a part of a Faculty or a Language Centre. Conducting needs analyses to determine students' specific English requirements necessitates interaction with subject specialists within their institution. The present report presents an innovative pedagogical…
Descriptors: Popular Culture, Science Education, English for Academic Purposes, Second Language Learning
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Hsia, Lu-Ho; Hwang, Gwo-Jen; Lin, Chi-Jen – Interactive Learning Environments, 2022
Flipped learning has received significant emphasis in recent years. Through this approach, students' self-learning ability can be cultivated and the time for in-class practice and teachers' and students' interaction are increased. In the past, there has been much research confirming its benefits in learning performance. Meanwhile, some studies…
Descriptors: Flipped Classroom, Teaching Methods, Dance Education, College Students
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Hao Yu; Ting Xu; Jeroen J. G. van Merriënboer; Maryam Asoodar – Cogent Education, 2024
Background: The present study aims to investigate the impact of open and closed tasks on the intrinsic motivation and language learning competence of international students enrolled at UM, following the medical Dutch course. The students look forward to improving their academic-Dutch second language in the field of Medicine. We hypothesize that…
Descriptors: Simulation, Patients, Medical Services, Consultation Programs
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Lin, Hota Chia-Sheng; Yu, Shih-Jou; Sun, Jerry Chih-Yuan; Jong, Morris Siu Yung – Interactive Learning Environments, 2021
This study aimed to investigate differences in students' situational interest (exploration intention, instant enjoyment, novelty, attention demand, challenge, and total interest) and cognitive load (intrinsic, extraneous, and germane) of VR-guide and map-guide groups in a university library. The VR-guide group used wearable spherical video-based…
Descriptors: College Students, Library Instruction, Student Interests, Cognitive Processes
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Fidan, Mustafa; Gencel, Nurgun – Journal of Educational Computing Research, 2022
This study investigated the effects of artificial intelligence (AI)-based chatbot and peer feedback mechanisms integrated into the instructional videos (IVs) as a feedback tool on learning performance and intrinsic motivation of pre-service teachers (PTs) in online learning. The participants were 144 PTs from a university in Turkey. A…
Descriptors: Academic Achievement, Learning Motivation, Video Technology, Comparative Analysis
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Drozdikova-Zaripova, Albina R.; Valeeva, Roza A.; Latypov, Niyaz R. – Education Sciences, 2021
One of the leading problems of teaching is maintaining the students' motivation for learning. In the current epidemiological situation, improvement of education quality using digital platforms and educational services by creating conditions for increasing the learning motivation of students is an essential and relevant task. Therefore, the aim of…
Descriptors: Distance Education, Electronic Learning, Online Courses, Computer Mediated Communication
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Chen, Yuh-Tyng; Liou, Shyhnan; Chen, Sheau-Ming – Interactive Learning Environments, 2021
Procedural knowledge learning focuses on integrating theory with practice; however, time and pace are the main critical issues. In response, this study proposes a flipped classroom approach based on the Bandura's [1986. The explanatory and predictive scope of self-efficacy theory. "Journal of Social and Clinical Psychology,"…
Descriptors: Flipped Classroom, Computer Science Education, Computer Software, College Students
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