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Victoria L. Lowell; Weijian Yan – TechTrends: Linking Research and Practice to Improve Learning, 2024
Virtual reality (VR) in education has tremendous potential in providing immersive and interactive experiences for students. Immersive virtual reality (IVR) technologies and IVR learning experiences have been increasingly used in education settings to support a variety of instructional methods and outcomes by providing experiential and authentic…
Descriptors: Systems Approach, Instructional Design, Computer Simulation, Learning Experience
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Omid Noroozi – International Journal of Technology in Education, 2025
The world currently grapples with ambiguity and uncertainty, facing ongoing challenges that span various aspects of life, from economic fluctuations and political instability to environmental crises and technological advancements. Confronting such ambiguity and uncertainty highlights the critical importance of equipping learners with…
Descriptors: Transformative Learning, Technology Uses in Education, Scaffolding (Teaching Technique), Computer Games
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Panagiotis Panagiotidis – European Journal of Education (EJED), 2024
Efforts to utilize AI in education, and especially in language education, have their roots in the 60s with the appearance of the first rule-based systems. However, recent advances in Artificial Intelligence (AI) and more specifically the introduction of ChatGPT, have given a new perspective to language learning. The integration of AI, natural…
Descriptors: Artificial Intelligence, Computer Software, Computational Linguistics, Second Language Learning
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Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
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Thomas Coleman; Arthur G. Money – International Journal of Information and Learning Technology, 2024
Purpose: This paper presents the student-centred experience (SCE) game design framework, which aims to guide the design of holistic student-centred digital game-based learning (SCDGBL) experiences, which fully integrate all seven tenets of student-centred learning (SCL). The paper also rationalises the need for the framework and presents the steps…
Descriptors: Student Centered Learning, Game Based Learning, Learning Experience, Instructional Design
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Ibrahim Halil Topal – The EUROCALL Review, 2024
Vocabulary is an essential component in language learning. In addition to its relationship with other language skills, such as pronunciation (form), reading (meaning), and grammar (use), vocabulary is required for language proficiency. In parallel, language learners must be equipped with specific amounts of vocabulary to comprehend texts of…
Descriptors: Vocabulary Development, Educational Technology, Technology Uses in Education, Computer Oriented Programs
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Yelena N. Tarasenko; Maria I. Olivas; Urkovia Andrews; Kara Holland – Journal of Service-Learning in Higher Education, 2024
Service-learning is a critical component of public health education, especially students of Doctor of Public Health (DrPH), designed for public health professionals. As an evidence-based approach to impactful teaching improving students' learning outcomes, service-learning enables future public health practitioners to engage in the learning and…
Descriptors: Service Learning, Online Courses, Electronic Learning, Technology Uses in Education
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Yeo, Narelle; Fuller, Brad; Kenway, Simon – Journal of University Teaching and Learning Practice, 2023
This research considers the synchronous creation of a faculty meta-ensemble emergent in the pivot to online music ensembles in 2021. The unit of study outline for Music Ensemble Performance mandates live ensembles in a Kolb-inspired experiential learning model, seemingly impossible to achieve in a pandemic. Eric Ries advocates for necessary change…
Descriptors: Instructional Design, Delivery Systems, Music Education, Music Activities
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Karimi, Honeiah; Sañosa, David Joshua; Hernandez Rios, Kevin; Tran, Phoebe; Chun, Dorothy M.; Wang, Richert; Arya, Diana J. – CALICO Journal, 2023
The conceptualization of multiliteracies initiated by the New London Group (NLG, 1996) emphasized the situated nature of language use as a socially complex network of multimodal engagement. Inspired by this view of language and literacy, computer-assisted language learning and second language acquisition scholars have advocated for a broader scope…
Descriptors: Multiple Literacies, Computer Simulation, Affordances, Language Usage
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William Cain – TechTrends: Linking Research and Practice to Improve Learning, 2024
This paper explores the transformative potential of Large Language Models Artificial Intelligence (LLM AI) in educational contexts, particularly focusing on the innovative practice of prompt engineering. Prompt engineering, characterized by three essential components of content knowledge, critical thinking, and iterative design, emerges as a key…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Prompting
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Do, Anh Tuan – TESOL Journal, 2023
This article aims to disseminate a technology-enhanced language pedagogy for teaching oral English in a World Englishes context, which is underpinned by the theories of scaffolding, scaffolded instruction, and task-based learning, and utilises a Moodle learning management system (LMS) as its e-learning platform. In this pedagogy, not only do…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Foreign Countries
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Yueh-Hui Vanessa Chiang; Maiga Chang; Nian-Shing Chen – Educational Technology & Society, 2024
Generative Artificial Intelligence (AI), especially machine learning models that autonomously generate human-like content, has recently attracted significant attention in the education sector. This paper explores the potential of generative AI, including tools like ChatGPT, to shift from traditional outcome-oriented educational practices to a more…
Descriptors: Artificial Intelligence, Educational Practices, Process Education, Educational Objectives
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Jasmin Breitwieser; Andreas B. Neubauer; Florian Schmiedek; Garvin Brod – npj Science of Learning, 2024
Mobile devices are ubiquitous, but their potential for adaptive educational interventions remains largely untapped. We identify three key promises of mobile interventions for educational research and practice: 1) intervening when it is most beneficial (i.e., "just-in-time adaptivity"), 2) estimating causal effects of interventions in…
Descriptors: Students, Handheld Devices, Computer Assisted Instruction, Educational Technology
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Horvath, Kenneth; Steinberg, Mario – Learning, Media and Technology, 2023
Allowing learners to move across learning contexts in novel ways, digital tools play an increasingly central role for the formation of learning trajectories and identities. They thus presumably also affect dynamics of social sorting in education. Against this background, this article introduces a conceptual framework for unravelling dynamics of…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Learning Trajectories
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Feng Lin; Jingjing Sun – Information and Learning Sciences, 2024
Purpose: This paper aims to present a practical guide for designing effective synchronous online teaching to support student engagement. Design/methodology/approach: This practical guide was developed by drawing insights from literature and our own practical experiences. Findings: This paper developed BEST principles (i.e., Building positive…
Descriptors: COVID-19, Pandemics, Synchronous Communication, Electronic Learning
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