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Zola Chi-Chin Lai – International Journal of Adult Education and Technology, 2025
This study examined the impact of a blended teaching approach versus traditional instruction on listening comprehension and strategy use among EFL students in a Taiwanese university. Using a quasi-experimental design, 103 low-intermediate students were divided into experimental (n=52) and control (n=51) groups over 18 weeks. The experimental group…
Descriptors: Blended Learning, Second Language Learning, Second Language Instruction, English (Second Language)
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Xuewang Geng; Masanori Yamada – SAGE Open, 2025
The development of information and communication technologies has created limitless prospects for using augmented reality (AR) in various fields. Unfortunately, the multitasking nature of AR systems prevents learners from successfully reflecting and retaining knowledge. This study developed and designed a learning analytics dashboard (LAD) with…
Descriptors: Metacognition, Learning Management Systems, Artificial Intelligence, Computer Software
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Nathan J. Mentzer; Tonya M. Isabell; Lakshmy Mohandas – Journal of Computing in Higher Education, 2024
HyFlex learning environments have been meeting the unique needs of students and institutions for nearly 20 years. However, it was the pandemic that gave HyFlex its widespread acceptance and application. Literature suggests that HyFlex may now be considered part of the new norm in education and therefore, further study is needed on how it affects…
Descriptors: Blended Learning, Experiential Learning, Synchronous Communication, Performance
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Nicholas Gorgievski; Thomas DeFranco – Investigations in Mathematics Learning, 2024
In most mathematics textbooks, each lesson is followed by a set of homework problems in one of two ways -- blocked practice and mixed practice. Additionally, most mathematics textbooks rely on a common learning strategy called overlearning, that is, mastering a skill and continuing to practice this same skill. This study investigated the effects…
Descriptors: Calculus, Mathematics Instruction, Mathematics Achievement, Scores
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Beatriz Chaves-Yuste; Cristina de-la-Peña – TESOL Journal, 2025
Technology, constantly present in current society and education, needs to make use of the most effective digital resources to optimize the teaching-learning process. Despite the growing body of literature on the pedagogical effectiveness of digital resources in a second language (L2) context, limited research has been conducted when working with…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Tourism
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Bithi Mojumder; Md. Jasim Uddin; Kamol Dey – Discover Education, 2025
While many studies have explored the pros and cons of emergency online learning during the COVID-19 pandemic and its psychological impact on university students, little attention has been given to students' perspectives on adapting to evolving learning environments in the post-pandemic era. This research investigates the intricate dynamics of…
Descriptors: Foreign Countries, Educational Change, Pandemics, COVID-19
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Mustafa Tepgec; Joana Heil; Dirk Ifenthaler – Assessment & Evaluation in Higher Education, 2025
Despite the widespread implementation of learning analytics (LA)-based feedback systems, there exists a gap in empirical investigations regarding their influence on learning outcomes. Moreover, existing research primarily focuses on individual differences, such as self-regulation and motivation, overlooking the potential of feedback literacy (FL).…
Descriptors: Feedback (Response), Learning Analytics, Outcomes of Education, Transfer of Training
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Eka Ariyati; Herawati Susilo; Hadi Suwono; Fatchur Rohman – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
Learning must be able to develop knowledge, skills, and mindsets so that the graduates produced have attitudes, abilities and knowledge that are integrated and skilled in life. One way to achieve learning can be done through habits of mind because the success of learning is strongly influenced by habits of mind. The purpose of this study is to as…
Descriptors: Cognitive Processes, Science Education, Teaching Methods, Blended Learning
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Zhongzhou Chen; Tom Zhang; Michelle Taub – Journal of Learning Analytics, 2024
The current study measures the extent to which students' self-regulated learning tactics and learning outcomes change as the result of a deliberate, data-driven improvement in the learning design of mastery-based online learning modules. In the original design, students were required to attempt the assessment once before being allowed to access…
Descriptors: Learning Analytics, Algorithms, Instructional Materials, Course Content
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Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
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Abeer Watted; Miri Barak – Journal of Educators Online, 2024
The study examines massive open online course (MOOC) students' engagement and learning challenges while comparing two groups: xMOOC, a structured course based on individual learning, and cMOOC, an interactive course based on collaborative learning. Applying a mixed-methods research design, data were collected via an online survey and…
Descriptors: MOOCs, Learner Engagement, Barriers, Cooperative Learning
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Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
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Tanjun Liu; Dana Gablasova – Computer Assisted Language Learning, 2025
Collocations, a crucial component of language competence, remain a challenge for L2 learners across all proficiency levels. While the data-driven learning (DDL) approach has shown great potential for collocation learning from a shorter-term perspective, this study investigates its effectiveness in the long term, examining both linguistic gains and…
Descriptors: Phrase Structure, Learning Analytics, English (Second Language), Second Language Instruction
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Stephen M. Fitzjohn; Alice M. Semenenko; Frances M. MacMillan – Advances in Physiology Education, 2025
In response to a decline in the numeracy skills and confidence of first-year biomedical science undergraduate students, a series of quizzes was developed to encourage students to practice their numeracy skills with topic-related problems. The quizzes were created using existing tools in the online learning platform Blackboard (Blackboard, Inc.).…
Descriptors: Active Learning, Numeracy, Self Efficacy, Learning Management Systems
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Sami Heikkinen; Tudor Cristea; Mohammed Saqr; Jonna Malmberg; Ad Kleingeld; Chris Snijders; Uwe Matzat; Matti Tedre – Smart Learning Environments, 2024
This study investigates the relationship between students' self-efficacy beliefs, goal-setting, and learning tactics in an online business course. Using sequence analysis and process mining techniques, we analyzed log data from 209 students to identify distinct learning tactics and their association with self-efficacy beliefs, inferred from…
Descriptors: College Students, Business Administration Education, Self Efficacy, Goal Orientation
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