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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
Monica Hill; Marina A. Hendricks; Sarah B. Cavanah; Piotr S. Bobkowski – Journalism and Mass Communication Educator, 2025
This study examined high school journalism educators' perspectives on field trips to attend workshops and conferences sponsored by college and university journalism programs. In-depth interviews were conducted with 29 educators from across the United States, representing a broad range of scholastic journalism programs, schools, and professional…
Descriptors: High School Teachers, Teacher Attitudes, Journalism Education, Field Trips
Rindria Rachma Dewi; W. Wisanti; Y. Yuliani – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
The development of the 21st century in the Industrial Revolution 4.0 demands quality human resources with communication, collaboration, critical thinking, and creativity skills in supporting the implementation of the Merdeka Curriculum. This study aimed to analyze the effectiveness of e-module discovery learning integrated with Surabaya…
Descriptors: Foreign Countries, Program Effectiveness, Educational Technology, Learning Modules
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Eldee R. Balolong; Melissa R. Gerzon; Stephen J. Manilag; Emerson D. Peteros; Jonathan O. Etcuban – REDIMAT - Journal of Research in Mathematics Education, 2025
This study assessed the motivation, learning strategies, and academic performance of Grade 11 modular-based students in General Mathematics in identified secondary schools as a basis for a proposed performance enhancement plan. There were 624 Grade 11 students across three public senior high schools in Cebu who were determined using stratified…
Descriptors: Student Motivation, Learning Strategies, Performance, Mathematical Aptitude
Bayu Wijayanto; Sumarmi; Dwiyono Hari Utomo; Budi Handoyo; Muhammad Aliman – Journal of Technology and Science Education, 2023
Higher Order Thinking Skills (HOTS) are abilities that students in the 21st century must acquire. Problem-based learning (PBL) is one of the learning models to improve HOTS. In this study, PBL is integrated with technology through the use of e-modules. The taxonomy of Marzano is the framework used to assess HOTS. Student learning interest in…
Descriptors: Problem Based Learning, Electronic Learning, Learning Modules, Thinking Skills
Effects of Interactive-Mobile Learning Modules in Students' Engagement and Understanding in Genetics
Denis Dyvee Errabo; Areeya Amor Ongoco – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The principal aim of the research was to develop Interactive Mobile Learning Modules (IMLM) as an approach to innovative teaching practices in online distance education. Design/methodology/approach: The study employed educational action research, using a quasi-experimental design catering to ninth-grade students (N = 104) attending a…
Descriptors: Handheld Devices, Telecommunications, Experiential Learning, Learner Engagement
Qu, Andrew; Nicolas, Madeleine; Leung, Eric Minshing; Jones, Serena Monique; Katyal, Priya; Punia, Kamia; Maxfield, Macrae; Montclare, Jin Kim – Journal of Chemical Education, 2022
Virtual chemistry laboratory modules were investigated as a potential learning resource that complements traditional in-person experiments. In collaboration with a high school instructor, we designed two interactive modules, "Rates of Reaction" and "Models of Organic Molecules," which became part of a previously reported online…
Descriptors: Electronic Learning, Science Experiments, Chemistry, High School Students
Ibrahim Aydin; Vahide Bulut – Journal of Educational Technology and Online Learning, 2024
The purpose of this study is to provide students with a 21st century training that can be easily applied to industrial automation training, both online and in person, and that goes beyond traditional learning methods. It involves creating and programming a training package that is compatible with the Ministry of National Education (MEB)…
Descriptors: Active Learning, Student Projects, Industrial Education, Manufacturing Industry
I. Ketut Yoda; Indra Kasih; Taqi Ilra – Journal of Education and e-Learning Research, 2024
The objective of this study is to develop e-modules for bump pass learning for seventh-grade students. This study identified the problems and needs of students in learning bump pass skills, e-module eligibility and the effect of the e-module on students' bump pass skills. Two groups of seventh grades, two teachers serving as content experts and…
Descriptors: Team Sports, Student Athletes, Skill Development, Middle School Students
Kyeorda Kemp; Brianne Lewis; Akshata R. Naik; Virginia E. Uhley – Advances in Physiology Education, 2024
We offered an enrichment program for high school students with the theme, "The Environment, Health, and You" during the Summer of 2022 and the Spring of 2023. We developed several educational modules for high school students that provided them with an opportunity to learn and explore the foundations of physiological systems, nutrient…
Descriptors: High School Students, Learning Modules, Physiology, Nutrition Instruction
Hollylynne S. Lee; Emily P. Thrasher; Matt Grossman; Gemma F. Mojica; Bruce Graham; Adrian Kuhlman – Grantee Submission, 2023
This paper presents the design of an innovative platform to support teachers' personalized learning related to teaching statistics and data science in grades 6-12 (http://instepwithdata.org). Through a study of 32 pilot users, the authors describe how teachers utilized supports such as personalization surveys, tracking of progress on a dashboard,…
Descriptors: Secondary School Teachers, Faculty Development, Statistics Education, Data Science
Almighty Cortezo Tabuena; Elena Garcia Villareal – Turkish Online Journal of Distance Education, 2024
Despite the promising outcome of modular distance learning, its implementation is challenging. Thus, this study aimed to examine the usefulness and challenges of the implemented clustered self-directed learning modules in entrepreneurship for senior high school distance learning amidst the emerging pandemic using the descriptive-survey research…
Descriptors: Distance Education, Independent Study, Learning Modules, Entrepreneurship
Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities