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Showing all 11 results Save | Export
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Lars de Vreugd; Anouschka van Leeuwen; Marieke van der Schaaf – Journal of Computer Assisted Learning, 2025
Background: University students need to self-regulate but are sometimes incapable of doing so. Learning Analytics Dashboards (LADs) can support students' appraisal of study behaviour, from which goals can be set and performed. However, it is unclear how goal-setting and self-motivation within self-regulated learning elicits behaviour when using an…
Descriptors: Learning Analytics, Educational Technology, Goal Orientation, Learning Motivation
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Hajer Mguidich; Bachir Zoudji; Aïmen Khacharem – Journal of Experimental Education, 2025
The imagination effect occurs when learners who imagine a procedure perform better on a subsequent test than learners who study it. The present study explored whether this effect is restricted to short-term learning or whether it also applies when learning is tested after a delay. Forty novices and forty experts learned about a basketball game…
Descriptors: Imagination, Expertise, Cognitive Processes, Difficulty Level
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Metcalfe, Janet; Xu, Judy – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2016
This article investigates the relation between mind wandering and the spacing effect in inductive learning. Participants studied works of art by different artists grouped in blocks, where works by a particular artist were either presented all together successively (the massed condition), or interleaved with the works of other artists (the spaced…
Descriptors: Logical Thinking, Cognitive Processes, Art, Artists
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Park, Sanghoon – International Review of Research in Open and Distributed Learning, 2017
This paper reports the findings of a comparative analysis of online learner behavioral interactions, time-on-task, attendance, and performance at different points throughout a semester (beginning, during, and end) based on two online courses: one course offering authentic discussion-based learning activities and the other course offering authentic…
Descriptors: Time on Task, Student Behavior, Performance, Online Courses
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Bos, Nynke; Groeneveld, Caspar; van Bruggen, Jan; Brand-Gruwel, Saskia – British Journal of Educational Technology, 2016
Universities increasingly record lectures and make them available online for students. Though the technology to record these lectures is now solidly implemented and embedded in many institutions, the impact of the usage of recorded lectures on exam performance is not clear. The purpose of the current study is to address the use of recorded…
Descriptors: College Freshmen, Psychology, Required Courses, Biology
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Treen, Emily; Atanasova, Christina; Pitt, Leyland; Johnson, Michael – Journal of Marketing Education, 2016
Marketing instructors using simulation games as a way of inducing some realism into a marketing course are faced with many dilemmas. Two important quandaries are the optimal size of groups and how much of the students' time should ideally be devoted to the game. Using evidence from a very large sample of teams playing a simulation game, the study…
Descriptors: Marketing, Business Administration Education, Educational Games, Computer Simulation
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Judd, Terry – Australasian Journal of Educational Technology, 2015
Detailed logs of students' computer use, during independent study sessions, were captured in an open-access computer laboratory. Each log consisted of a chronological sequence of tasks representing either the application or the Internet domain displayed in the workstation's active window. Each task was classified using a three-tier schema…
Descriptors: Foreign Countries, Independent Study, Time Management, Executive Function
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Romero, Margarida; Usart, Mireia – International Journal of Game-Based Learning, 2013
The use of games for educational purposes has been considered as a learning methodology that attracts the students' attention and may allow focusing individuals on the learning activity through the [serious games] SG game dynamic. Based on the hypothesis that students' Temporal Perspective has an impact on learning performance and time-on-task,…
Descriptors: Time Perspective, Time on Task, Educational Games, Performance
Preast, Vanessa A. – ProQuest LLC, 2012
Proponents of Michaelsen's Team-Based Learning (TBL) have claimed this teaching method quickly produces highly effective teams which are characterized by high trust among team members. Presumably, the high trust boosts performance because members feel less inhibited during discussions involving sharing personal views and challenging…
Descriptors: Teamwork, Cooperative Learning, Teaching Methods, Performance
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Chu, Yun; Li, Zheng; Su, Yong; Pizlo, Zygmunt – Journal of Problem Solving, 2010
Isomorphs of a puzzle called m+m resulted in faster solution times and an easily reproduced solution path in a labeled version of the problem compared to a more difficult binary version. We conjecture that performance is related to a type of heuristic called direction that not only constrains search space in the labeled version, but also…
Descriptors: Heuristics, Problem Solving, Puzzles, Navigation
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Barnes, Tiffany, Ed.; Chi, Min, Ed.; Feng, Mingyu, Ed. – International Educational Data Mining Society, 2016
The 9th International Conference on Educational Data Mining (EDM 2016) is held under the auspices of the International Educational Data Mining Society at the Sheraton Raleigh Hotel, in downtown Raleigh, North Carolina, in the USA. The conference, held June 29-July 2, 2016, follows the eight previous editions (Madrid 2015, London 2014, Memphis…
Descriptors: Data Analysis, Evidence Based Practice, Inquiry, Science Instruction