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Ahmed Al Khateeb; Hind Alotaibi – Pegem Journal of Education and Instruction, 2024
The metaverse has the potential to revolutionise education in several ways. It can provide students with immersive learning experiences, allowing them to explore and interact with virtual worlds and objects that are difficult or impossible to replicate in the real world. Yet, studies investigating the impact of the metaverse on students' skills…
Descriptors: Computer Simulation, Technology Integration, Educational Environment, Academic Achievement
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Asad, Muhammad Mujtaba; Malik, Aisha – Education & Training, 2023
Purpose: Unprecedented progressions in the sector of Information and Communication Technologies (ICTs) have led to the trendsetting of Education 4.0 paradigms. A byproduct of breakthroughs in Education 4.0 is the "Cybergogy" paradigm that particularly stimulates learning and builds competencies in a virtual environment for the new era.…
Descriptors: Technology Integration, Higher Education, Educational Technology, Electronic Learning
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Oya Özgün; Olgun Sadik – Educational Policy Analysis and Strategic Research, 2023
Virtual Reality (VR) is a technology with a potential impact on education. Due to cost and usability limitations, it has not been used extensively. However, recent research studies suggested VR as a learning environment with benefits on students' learning performance through experience. It especially has various benefits for language learners.…
Descriptors: Computer Simulation, Second Language Learning, Educational Environment, Technology Integration
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Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
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Aibhin Bray; Ann Devitt; Joanne Banks; Sergio Sanchez Fuentes; Marta Sandoval; Katerina Riviou; Darren Byrne; Margaret Flood; Jean Reale; Silvia Terrenzio – British Journal of Educational Technology, 2024
In the last two decades, there has been a global movement towards pedagogies that create more inclusive school environments in order to meet the needs of diverse learners. One such approach is Universal Design for Learning (UDL), which foregrounds the design of flexible and accessible learning experiences for all, regardless of learner…
Descriptors: Access to Education, Technology Uses in Education, Inclusion, Student Diversity
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Lai, Chiu-Lin; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Researchers have pointed out the important role of self-regulation in learning. The self-regulated learning (SRL) process consists of three stages (i.e. forethought, performance, and self-reflection), each of which could involve different strategies for achieving the aim of SRL. To enable researchers and teachers to have a whole picture of how…
Descriptors: Learning Strategies, Electronic Learning, Self Management, Self Control
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Robert L. Moore; Woorin Hwang; Jennifer D. Moses – Educational Technology & Society, 2024
This systematic review examines the empirical literature published between 2015 and 2021 on mobile-based microlearning in adult learning contexts. The rapid shift to online learning in 2020 in response to the global COVID-19 pandemic has emphasized the need to explore flexible learning options for adult learners. The convenience of mobile-based…
Descriptors: Adult Students, Handheld Devices, Learning Activities, Electronic Learning
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Liu, Ruohan; Luo, Feiya; Israel, Maya – Journal of Educational Computing Research, 2023
Technology has become an integral part of teaching and learning, but there is still limited understanding of how it is utilized to support computing education in early childhood. To address this knowledge gap, this review investigated the current implementation of computing technologies in early childhood settings, the implementation of computing…
Descriptors: Technology Integration, Computer Science Education, Literature Reviews, Learning Activities
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Nguyen Van My; Vu Thi Hong Van – Technology in Language Teaching & Learning, 2022
The purpose of this article is to offer a narrative review of research on effective language learning environments for learners in the digital era. To do this, a search strategy was employed to retrieve both conceptual analyses and empirical studies, initially including whether published as journal articles or book chapters. The collected data…
Descriptors: Literature Reviews, Second Language Learning, Second Language Instruction, Educational Environment
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Nathaniel W. Cradit; Jacob Aguinaga; Caitlin Hayward – Education and Information Technologies, 2024
As extended reality (XR) technologies become more prevalent in postsecondary learning environments around the world, this study offers a scoping review of published research on the topic. By leveraging a theoretical framework to examine data across the various domains comprising extended reality (i.e., augmented, mixed, and virtual reality), this…
Descriptors: Computer Simulation, Postsecondary Education, Educational Research, Technology Uses in Education
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Kang, Haijun – Higher Education, Skills and Work-based Learning, 2023
Purpose: This research aimed to examine the current status of artificial intelligence's (AI's) integration into Chinese adult education, by analyzing the influences that AI has had on current adult education practices in China and by discussing the opportunities and challenges that adult education in China is faced with under the rapid AI…
Descriptors: Foreign Countries, Artificial Intelligence, Influence of Technology, Adult Learning
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Dilin Liu; Jie Qin – Modern Language Journal, 2024
This systematic review synthesizes the literature (involving 62 empirical studies) regarding the effectiveness of cognitive linguistics-inspired language pedagogies (CL-ILPs) on second language (L2) learning. It begins with an overview of the main theoretical tenets of cognitive linguistics followed by a description of the data selection, coding,…
Descriptors: Psycholinguistics, Teaching Methods, Grammar, Semantics
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Tuhkala, Ari – European Journal of Education, 2021
Participatory design is a well-known approach that involves stakeholders in designing technologies and other innovations. In education, participatory design is especially advocated for involving students with special needs. However, less attention has been paid to how participatory design can help in collaborations with teachers. This paper…
Descriptors: Educational Research, Research Design, Participatory Research, Teacher Participation
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Çeken, Burç; Taskin, Nazim – Smart Learning Environments, 2022
Current literature mainly focused on one or two multimedia learning principles in traditional learning environments. Studies on multimedia learning principles in AR and VR environments are also limited. To reveal the current situation and gaps of the multimedia learning principles in different learning environments, it is necessary to extend their…
Descriptors: Multimedia Instruction, Multimedia Materials, Educational Principles, Educational Environment
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Ali, Almaas A.; Dafoulas, Georgios A.; Augusto, Juan Carlos – IEEE Transactions on Learning Technologies, 2019
In this paper, we report findings from a systematic mapping study, conducted to review the existing literature on collaborative educational environments incorporating mixed reality technologies. There is increasing interest in mixed reality technologies in education, especially with the introduction of new over head mounted displays (OHMDs), such…
Descriptors: Educational Environment, Cooperative Learning, Information Technology, Computer Simulation
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