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Showing 1 to 15 of 26 results Save | Export
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Stacey Fordyce – BU Journal of Graduate Studies in Education, 2024
This literature review explores the effectiveness of self-regulated learning (SRL) practices in public school classrooms as a means of improving student engagement, motivation, and academic success. Data was gathered from a collection of peer-reviewed articles on varying topics as they relate to self-regulated learning and student engagement,…
Descriptors: Learner Engagement, Self Management, Learning Processes, Literature Reviews
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Hanzawa, Keiko; Suzuki, Yuichi – Modern Language Journal, 2023
While task repetition is effective for improving oral fluency, some teachers are reluctant to use it in their classrooms due to the alleged negative perceptions of learners toward repetitive practice. To address this concern, the participants in the current study completed a posttask questionnaire probing their perceptions toward task repetition…
Descriptors: Task Analysis, Repetition, Metacognition, Learning Processes
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Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
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Pritpal Singh Bhullar; Mahesh Joshi; Ritesh Chugh – Education and Information Technologies, 2024
ChatGPT has emerged as a significant subject of research and exploration, casting a critical spotlight on teaching and learning practices in the higher education domain. This study examines the most influential articles, leading journals, and productive countries concerning citations and publications related to ChatGPT in higher education, while…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Higher Education
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Oberman, Rowan – British Educational Research Journal, 2023
Picturebooks offer powerful supports for teaching diverse content across different curriculum areas. Research and curriculum resources document their use in inquiry-based education practices, particularly in relation to science and philosophy. There is, however, little theoretical analysis of this use or cross-curricular comparisons. Applying a…
Descriptors: Picture Books, Inquiry, Active Learning, Curriculum
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Ehsan, Hoda; Quintana-Cifuentes, Jenny P.; Purzer, Senay; Rehmat, Abeera P. – International Journal of Education in Mathematics, Science and Technology, 2023
Over the last two decades, a remarkable number of studies have examined the role of engineering education in supporting knowledge and skill building among children. In this paper, we present a synthesis of this literature to evaluate the added value of pre-college engineering design experiences at the elementary level, and ways researchers have…
Descriptors: Design, Learner Engagement, Learning Processes, Databases
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Olanrewaju P. Olaogun; Nathaniel J. Hunsu – European Journal of Psychology of Education, 2025
Students have misconceptions about many scientific topics they encounter in the classroom--such misconceptions are especially rife in subjects with counterintuitive concepts. Several studies have copiously documented students' misconceptions in different science domains. Research shows that students' misconceptions can be resistant to change and…
Descriptors: College Students, College Faculty, Engineering Education, Misconceptions
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Alvie Faustino Diaz; Henrilyn Estoque-Loñez – International Journal of Education in Mathematics, Science and Technology, 2024
Gamification is an educational strategy that makes learning fun and keeps students interested in learning, which helps them learn more and grow their knowledge. However, given its growing popularity, it is necessary to review empirical studies regarding gamification in education as an intervention for an effective teaching and learning process.…
Descriptors: Meta Analysis, Game Based Learning, Educational Games, Teaching Methods
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Zafar Waqar – Teaching and Learning Excellence through Scholarship, 2024
Transparency in learning and teaching (TILT) is a framework designed to enhance student engagement, learning, and overall success. The efficacy of TILT has been demonstrated through positive data, making it a promising method for higher education institutions to implement and adapt. In addition to increasing traditional students' mastery of…
Descriptors: Community Colleges, Physics, Science Instruction, Laboratory Experiments
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Villatoro Moral, Sofía; de Benito, Barbara – Journal of New Approaches in Educational Research, 2021
Present-day society calls for new student-centred didactic methodologies that make the student an active participant in their learning process. Strategies aimed at training citizens and professionals must adapt and respond to a society that is constantly changing. In this context, self-regulated learning and educational co-design emerge as key…
Descriptors: Technology Uses in Education, Student Centered Learning, Self Management, Learning Processes
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Undheim, Marianne – European Early Childhood Education Research Journal, 2022
The purpose of this literature review is to identify patterns and discuss key perspectives from empirical studies published during the last decade that explore how young children (birth to six years old) and teachers together engage with digital technologies in early childhood education and care institutions. An inductive thematic analysis results…
Descriptors: Young Children, Early Childhood Teachers, Early Childhood Education, Child Care
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Kayan Fadlelmula, Fatma – LUMAT: International Journal on Math, Science and Technology Education, 2022
This paper presents results of a systematic review of papers published at the LUMAT journal on the current issues positively and negatively affecting teaching and learning in mathematics, in concurrence with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. The analysis also offers insight into the most…
Descriptors: Barriers, Teaching Methods, Learning Processes, Learner Engagement
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Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
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Strauß, Sebastian; Rummel, Nikol – Information and Learning Sciences, 2020
Purpose: Against the background of empirical research on computer-supported collaborative learning (CSCL), the purpose of this paper is to advocate implementing collaborative learning activities into online distance education courses to engage learners in interactive knowledge construction. This study uses empirical evidence to illustrate how…
Descriptors: Learner Engagement, Interaction, Computer Mediated Communication, Learning Processes
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Michael Li – Language Learning & Technology, 2023
The acquisition of Chinese characters has been widely acknowledged as challenging for learners of Chinese as a foreign language (CFL) due to their unique logographic nature and the time and effort involved. However, recent advancements in instructional technologies demonstrate a promising role in facilitating the teaching and learning of Chinese…
Descriptors: Orthographic Symbols, Technology Uses in Education, Teaching Methods, Research Reports
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