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Wahyuddin; Maharida; Muhammad Awal Nur – Anatolian Journal of Education, 2025
This research analyzed the effect of learning management on learning activities both directly and through moderating learning readiness variables. This research was an ex-post facto type of quantitative research carried out at the Universitas Muhammadiyah Makassar. The research variables consist of exogenous variables, namely learning management,…
Descriptors: Learning Management Systems, Learning Activities, Learning Readiness, College Students
Xingsu Wu; Chunyang Xu – Education and Information Technologies, 2025
This study, anchored in the empirical domain of student learning experiences, employs the Chaoxing Fanya network teaching platform to delineate a comprehensive model of factors that influence student learning experiences within the framework of blended collaborative learning. Through a rigorous synthesis of extant literature and qualitative…
Descriptors: Learning Experience, Blended Learning, Cooperative Learning, College Students
Hanall Sung; Mitchell J. Nathan – International Journal of Educational Technology in Higher Education, 2025
In various technology-enhanced learning (TEL) environments, knowledge co-creation progresses through multimodal interactions that integrate verbal and nonverbal modalities, such as speech and gestures. This study investigated two distinct analytical approaches for analyzing multimodal interactions--triangulating and interleaving--by applying them…
Descriptors: Technology Uses in Education, Epistemology, Research and Development, Nonverbal Learning
Angela S. Kelling; Nicholas J. Kelling – Teaching of Psychology, 2025
Background: Given the increased emphasis on active learning in psychology, it is important to use data to enhance these experiences. In learning courses, both live animals and virtual training laboratories have been found to enhance learning, but less research has examined student preferences. Generally, live rats are preferred, but students may…
Descriptors: Student Attitudes, Preferences, Science Laboratories, Computer Simulation
Cristian Pliscoff; Pablo Sanabria-Pulido – Teaching Public Administration, 2025
How can Latin American students learn more effectively how different governments address similar public problems? This region shares similarities in terms of culture and history. However, Latin American students study only their public policies and public administration based on the notion that each administrative system has its own…
Descriptors: Foreign Countries, Public Administration Education, Undergraduate Students, Learning Experience
Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
Sonia Gannar; Chiraz Kilani – Journal of Science Learning, 2025
This article investigates the impact of integrating authentic and contextualized activities into teaching on students' knowledge construction, grounded in social constructivism principles. The research focuses on applying the real-project approach within a "Mini-Project Workshop" module for third-year Information Systems Development…
Descriptors: Foreign Countries, Information Science Education, Information Systems, Constructivism (Learning)
Helen Benson; Keith Heggart; Kylie A. Williams; Chloé Smit; Patrick Abela – TechTrends: Linking Research and Practice to Improve Learning, 2025
This article investigates the effectiveness of a newly developed online tool for assessing and improving the design and accessibility of Learning Management System (LMS) sites in Higher Education. The study employs a mixed-methods approach, incorporating both quantitative and qualitative data. Results from 25 subject coordinators and 3 peer…
Descriptors: Blended Learning, Learning Management Systems, Higher Education, Usability
Youngmi Kim; Shinyu Oh; Tae-Young Kim – English Teaching, 2025
This study explored factors affecting variability in second language (L2) learning motivation among Korean university students and how they appraised their L2 learning experience. In this study, 85 undergraduate students majoring in English or English education from three universities in Seoul, South Korea, reflected on their past English learning…
Descriptors: Second Language Learning, Learning Motivation, Learning Experience, Foreign Countries
Jun Oshima; Ritsuko Oshima; Anthony J. Taiki Kawakubo – Journal of Computer Assisted Learning, 2025
Background: This study aimed to develop and test new analytics for knowledge-building practices from the transactive perspective. Based on a literature review, network analysis was identified as a promising analytical tool for these practices. We observed two aspects of network analysis that could be further developed: the multilayers of networks…
Descriptors: Network Analysis, Concept Formation, Learning Processes, Performance
Fa Zhang; Yuyan Xia; Yu Wang; Jinglu Liu; Jie Xia; Chin-Chih Chen – Education and Information Technologies, 2025
Open universities can improve learning outcomes and overall satisfaction among adult learners by addressing and enhancing online learning motivation. By applying latent profile analysis (N = 494) and adult learner interviews (n = 16), this mixed methods study aimed to better understand adult learners' motivation profiles in online learning…
Descriptors: Adult Students, Adult Learning, Electronic Learning, Learning Motivation
Cecilia Madero-Gonzalez; Jesus Vazquez-Hernandez; Fernando Gonzalez Aleu – Quality Assurance in Education: An International Perspective, 2025
Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate…
Descriptors: Gamification, Undergraduate Students, Online Courses, Engineering Education
Xuyang Chen; Nirat Jantharajit; Phichittra Thongpanit – Journal of Education and Learning, 2025
Purpose: This study aims to evaluate the effectiveness of combining Collaborative Learning (CL) and Task-Based Learning Teaching (TBLT) in enhancing vocational students' analytical reading ability and writing skills. Method: Conducted at a vocational college in southern China, the study involved 192 students divided into an experiment group (n=25)…
Descriptors: Cooperative Learning, Career and Technical Education, Foreign Countries, Experiential Learning
Xiu-Yi Wu – Education and Information Technologies, 2025
Blended collaborative learning has emerged as an effective pedagogical model that integrates face-to-face and online learning environments, offering a dynamic platform for deep learning--characterized by critical thinking, knowledge synthesis, and application. However, existing research offers mixed findings on how blended collaborative learning…
Descriptors: Blended Learning, Cooperative Learning, Learning Processes, Structural Equation Models
Yunyun Liu; Yinghua Ye – European Journal of Psychology of Education, 2025
Self-regulated learning (SRL) is the key variable to ensuring success or failure in online learning. However, in real-world online learning, college students face SRL deficiency, such as procrastination, decreased learning motivation, poor time management, and resource management. Therefore, scientifically exploring how to effectively promote the…
Descriptors: Individualized Instruction, Cooperative Learning, Electronic Learning, Small Group Instruction