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Kitiya Promsron; Prachyanun Nilsook; Pallop Piriyasurawong – International Education Studies, 2025
The COVID-19 pandemic forced school closures globally, leading to significant learning regression in academic performance, skills, and ethical development. This study aims to: 1) synthesize and develop an adaptive micro-learning model based on Dhamma principles using mixed reality (MR), 2) compare pre- and post-test results, and 3) assess the…
Descriptors: Learning Activities, Electronic Learning, Learning Modules, Citizenship Education
Eugene Kwasi Gyekye – Education and Information Technologies, 2025
This qualitative study explores middle school students' perceptions of effective online learning pedagogies. I draw on eight semi-structured interviews with two students, 12 interviews with teacher participants, ongoing, open-ended ethnographic interviews with students and teachers, student artifacts, and field notes from over 300 h of synchronous…
Descriptors: Instructional Effectiveness, Teaching Methods, Electronic Learning, Middle School Students
Abdullah Abdul Halim; Noor Dayana Abd Halim – LUMAT: International Journal on Math, Science and Technology Education, 2024
The COVID-19 pandemic has necessitated the adoption of online learning methods worldwide, including in Malaysia. The Ministry of Education (MoE) in Malaysia has recognized the importance of online learning due to the implementation of Movement Control Order (MCO). However, the limitations of online learning, such as reduced interaction between…
Descriptors: Creative Thinking, Thinking Skills, Electronic Learning, Foreign Countries
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Shuaizhen Jin; Zheng Zhong; Kunyan Li; Chen Kang – Education and Information Technologies, 2024
This study utilizes a comparative experimental research method to investigate the effect of the Predict, Observe, Explain, and Evaluate (POEE) learning strategy in an immersive virtual environment (IVE) on two types of learners with different levels of prior knowledge. One type referred to as Highly Experienced and Knowledgeable (HEK) learners,…
Descriptors: Active Learning, Inquiry, Prior Learning, Electronic Learning
Andrea Arnold – PRIMUS, 2024
Sonia Kovalevsky Days (SK Days) are nationally-held outreach events that are commonly organized by local chapters of the Association for Women in Mathematics (AWM) to encourage young women to continue their study of mathematics. The AWM Student Chapter at Worcester Polytechnic Institute hosted virtual renditions of SK Day for middle school girls…
Descriptors: Mathematics Education, Outreach Programs, Middle School Students, Females
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
Zhang, Di; Hwang, Gwo-Jen – Journal of Educational Computing Research, 2023
Project-based learning (PBL) aims to foster students' problem-solving ability and collaboration by engaging them in completing a project in teams. Researchers have indicated the importance of guiding students to make comparisons and reflection during the process of project-based learning. Therefore, the present research proposed a peer…
Descriptors: Student Projects, Active Learning, Peer Evaluation, Problem Solving
Cultivating Self-Directed Learning Abilities in K-12 Students through Immersive Online Virtual Tours
Rustam Shadiev; Suping Yi; Fahriye Altinay – Interactive Learning Environments, 2024
The present study employed virtual reality technology to develop online learning environments that facilitated student cultural and self-directed learning. Junior high school participants engaged in creating virtual tours, sharing them with peers online, and implementing self-directed learning strategies. A one-group posttest-only design was…
Descriptors: Independent Study, Computer Simulation, Tourism, Technology Uses in Education
Patel, Chintan H. – ProQuest LLC, 2023
The purpose of this Action Research study is to examine the current teaching methods in the virtual education setting and see how professional ideologies of educators may be influenced when introduced to new knowledge. The current education model heavily favors preparing for standardized tests, which the researcher contends is not an accurate…
Descriptors: Teaching Methods, Electronic Learning, Ideology, Computer Assisted Testing
Annalisa Soncini; Maria Cristina Matteucci; Carlo Tomasetto; Fabrizio Butera – British Journal of Educational Psychology, 2025
Background: Although it is well established that students' adaptive reactions towards errors promote learning outcomes, little is still known about the role of error feedback in promoting these reactions. Aim: Through a targeted intervention based on an online teaching unit, this study aimed at testing whether supportive error feedback promotes…
Descriptors: Error Patterns, Feedback (Response), Student Reaction, Intervention
Juliane Fleissner-Martin; Jürgen Paul; Franz X. Bogner – Research in Science Education, 2025
This study analyses the coherent integration of creativity into science education modules for eighth-grade students to enhance competence development. The learning modules' content covered a basic ecological unit about forests, applied as digital or analog lesson. By utilizing the creativity subscales 'Act' and 'Flow' its analysis resulted in a…
Descriptors: Creativity, Science Education, Middle School Students, Cognitive Development
Stephanie D. Sullivan; Abigail L. Morris – Educational Research Quarterly, 2024
Has in-person learning and virtual learning produced equivalent results when it comes to student achievement? How can a district be flexible with learning options but also strategic with how to best achieve student learning gains? This case-study examines how one district leveraged virtual learning and flexible learning options during COVID-19 and…
Descriptors: COVID-19, Pandemics, Electronic Learning, Blended Learning
Sirin Küçük-Avci; Özcan Erkan Akgün; Fatime Balkan-Kiyici – Education and Information Technologies, 2024
This study aimed to juxtapose the impacts of the Problem-Based Learning (PBL) methodology implemented within a three-dimensional (3D) virtual environment against PBL in a conventional face-to-face setting, along with a control group, on students' learning performance, conceptual comprehension, and spatial aptitude. The investigation concentrated…
Descriptors: Problem Based Learning, Educational Technology, Electronic Learning, In Person Learning
Fengfeng Ke; Chih-Pu Dai; Luke West; Yanjun Pan; Jiabei Xu – Journal of Educational Computing Research, 2024
Students frequently struggled with the mathematizing process -- forging connections between implicit and explicit mathematical thinking -- when solving a context-rich applied problem. The current research investigated how students interact with and leverage purposively designed "mathematizing" supports when solving applied math problems…
Descriptors: Game Based Learning, Educational Environment, Problem Solving, Mathematics Education