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Showing 1 to 15 of 26 results Save | Export
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Rikke Maagaard Gregersen – Digital Experiences in Mathematics Education, 2024
The study advances the instrumental approach to mathematics education (Drijvers et al., 2013; Trouche, 2003), aiming to elucidate the interplay between students' reasoning competency, conceptual knowledge and tool utilisation in dynamic digital geometry and algebra environments. The dynamic properties of these environments pose a nuanced…
Descriptors: Grade 7, Mathematics Education, Electronic Learning, Technology Uses in Education
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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
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Jingxian Li; Yasemin Copur-Gencturk – Grantee Submission, 2024
Teacher learning in asynchronous online professional development (PD) is often assessed through self-reported instruments, despite uncertainties regarding teachers' ability to accurately self-assess their learning gains in such settings. This study compared middle school mathematics teachers' self-perceived and observed learning gains in content…
Descriptors: Middle School Teachers, Mathematics Teachers, Self Evaluation (Individuals), Achievement Gains
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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
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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
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Michailidis, Nikolaos; Kapravelos, Efstasthios; Tsiatsos, Thrasyvoulos – Interactive Learning Environments, 2022
Students' skilful use of self-regulatory learning strategies is becoming fundamental to the advent of blog-based learning. Moreover, the use of Interaction Analysis (IA) in studying the learning dynamics in Computer-Supported Collaborative Learning (CSCL) activities is on the increase, particularly aiming to support participants by means of IA…
Descriptors: Interaction Process Analysis, Student Motivation, Learning Strategies, Electronic Learning
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Sheng-Kuei Hsu; Yuling Hsu – International Journal of Science and Mathematics Education, 2025
This study was conducted to optimize the designs of learning guides embedded in a computer-based simulation environment. The research was based on the Cognitive Theory of Multimedia Learning and Cognitive Load Theory. We investigated computer simulations under four conditions that combined representation and imagination learning strategies. This…
Descriptors: Geometry, Grade 5, Elementary School Students, Elementary School Mathematics
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Krumm, Andrew; Everson, Howard T.; Neisler, Julie – Journal of Learning Analytics, 2022
This paper describes a partnership-based approach for analyzing data from a learning management system (LMS) used by students in grades 6-12. The goal of the partnership was to create indicators for the ways in which students navigated digital learning activities, referred to as playlists, that were comprised of resources, pre-assessments, and…
Descriptors: Learning Management Systems, Data Analysis, Electronic Learning, Student Behavior
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Kidd, Jennifer; Kaipa, Krishnanand; Gutierrez, Kristie; Lee, Min Jung; Pazos, Pilar; Ringleb, Stacie I. – Journal of Pre-College Engineering Education Research, 2022
Ed+gineering, an NSF-funded program, adapted hands-on robotics instruction for online delivery in response to the COVID-19 pandemic. This qualitative multiple case study shares the experiences of participating education students in spring 2021 as they collaborated virtually with engineering students and fifth graders to engineer bioinspired robots…
Descriptors: COVID-19, Pandemics, Interpersonal Relationship, Education Majors
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Xu, Jinjie; Zhu, Yan – Psychology in the Schools, 2023
Currently, Shanghai, China is facing a contradictory situation in process of digitalization in education. Supply and allocation of information and communications technology (ICT) infrastructure are relatively adequate and equitable, but the share of teacher-supported classroom ICT use for student learning in digital environment is much lower than…
Descriptors: Technology Uses in Education, Self Management, Learning Strategies, Teacher Role
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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
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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
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Hietajärvi, Lauri; Lonka, Kirsti; Hakkarainena, Kai; Alho, Kimmo; Salmela-Aro, Katariina – Frontline Learning Research, 2020
This article examined digital learning engagement as the out-of-school learning component that reflects informally emerging socio-digital participation. The gap hypothesis proposes that students who prefer learning with digital technologies outside of school are less engaged in traditional school. This hypothesis was approached from the framework…
Descriptors: Learner Engagement, Informal Education, Grade 8, Grade 7
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Al-Abdullatif, Ahlam Mohammed – Cogent Education, 2020
This study aimed to investigate the impact of a flipped classroom on the self-regulated learning (SRL) and academic achievement of seventh-grade junior high school students. A quantitative approach was used to compare the traditional and flipped classroom approaches. The data were obtained using the Motivated Strategies for Learning Questionnaire…
Descriptors: Self Management, Academic Achievement, Flipped Classroom, Electronic Learning
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Marsteller, Robert; Bodzin, Al – Electronic Journal of Science Education, 2019
An online curriculum about biological evolution was designed according to the "Promoting Evidentiary Reasoning and Self-Regulation Online" (PERSON) theoretical framework to support evidentiary reasoning and self-regulation. An efficacy study was conducted with 83 suburban high school biology students using design-based research methods.…
Descriptors: Curriculum Implementation, Evidence, Self Management, Electronic Learning
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