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Showing all 12 results Save | Export
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Chi-Tung Chen; Chih-Ming Chen; Hsiao-Ting Tsai – Interactive Learning Environments, 2024
This study utilised the instant semantic analysis and feedback system (ISAFS) to assist learners in the online discussion learning activities of socio-scientific issues (SSIs) and to document their learning process behaviours for behavioural analyses. The aim was to understand the learners' discussion behaviours during the ISAFS assisted learning…
Descriptors: Behavior Patterns, Electronic Learning, Discussion, Instructional Effectiveness
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Karen D. Könings; Tina Seidel – Educational Studies, 2025
Students' learning environments often change during school career, due to school transitions and the introduction of educational innovations, causing discontinuity in teaching and learning. Success of students entering a new learning environment depends in part on their prior expectations of education, as these influence later perceptions.…
Descriptors: Foreign Countries, Secondary School Curriculum, Secondary School Students, Expectation
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Camacho, Vicente Lopez; de la Guia, Elena; Olivares, Teresa; Flores, M. Julia; Orozco-Barbosa, Luis – IEEE Transactions on Learning Technologies, 2020
Increasing school dropout rates are a problem in many educational systems, with student disengagement being one significant factor. Learning analytics is a new field with a key role in educational institutions in the coming years. It may help make strategic decisions to reduce student disengagement. The use of technology in educational…
Descriptors: Learning Analytics, Learner Engagement, Measurement Equipment, Technology Uses in Education
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Grantee Submission, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods ("k"-means clustering, data…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
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Lai, Song; Sun, Bo; Wu, Fati; Xiao, Rong – IEEE Transactions on Learning Technologies, 2020
Adaptive e-learning can be used to personalize learning environment for students to meet their individual demands. Individual differences depend on the students' personality traits. Numerous studies have indicated that understanding the role of personality in the learning process can facilitate learning. Hence, personality identification in…
Descriptors: Personality Traits, Electronic Learning, Individual Differences, Learning Processes
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Schweder, Sabine – International Journal of School & Educational Psychology, 2019
It is well known that self-efficacy positively affects students' learning behavior. However, less is known about this association in self-directed learning, which additionally promotes student's control strategies. To close this gap, this study tested whether control strategies mediate the association between self-efficacy and effort investment,…
Descriptors: Self Efficacy, Independent Study, Secondary School Students, Metacognition
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Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
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Miller, Chyna J.; Bernacki, Matthew L. – High Ability Studies, 2019
The ability to self-regulate learning (SRL) is a skill theorized to transfer across learning environments. Students with this ability can consider a learning task, identify a goal, develop a plan to achieve it, execute that plan, and monitor and adapt learning until the goal is met. This paper examines the educational implications of developing…
Descriptors: Case Studies, Mathematics Achievement, Metacognition, Learning Strategies
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Roll, Ido; Baker, Ryan S. J. d.; Aleven, Vincent; Koedinger, Kenneth R. – Journal of the Learning Sciences, 2014
Seeking the right level of help at the right time can support learning. However, in the context of online problem-solving environments, it is still not entirely clear which help-seeking strategies are desired. We use fine-grained data from 38 high school students who worked with the Geometry Cognitive Tutor for 2 months to better understand the…
Descriptors: Help Seeking, Comparative Analysis, Behavior Patterns, Intelligent Tutoring Systems
Thone, Jaime L. – ProQuest LLC, 2013
As educational professionals strive to help students become efficient and effective learners, they must assist in the development of student learning strategies and a greater understanding of the learning process. The purpose of this study was to analyze and compare the learning pattern preferences of middle and high school students in general…
Descriptors: Special Education, Preferences, Study Habits, Cognitive Style