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Aisyah Saad Abdul Rahim; Kee Man Chuah – Electronic Journal of e-Learning, 2024
This research explores the development, execution, and student feedback on a multi-themed digital escape room (ER) activity, designed for teaching medicinal chemistry during the COVID-19 pandemic. It aimed to examine students' perceptions of the ER activity, focusing on its effectiveness in enriching students' understanding of medicinal chemistry…
Descriptors: Foreign Countries, Chemistry, Undergraduate Students, Pharmaceutical Education
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Finnah Fourqoniah; Muhammad Fikry Aransyah; Lilia Pasca Riani – Electronic Journal of e-Learning, 2025
The rapidly evolving field of digital entrepreneurial education has been significantly shaped by advancements in technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). While these technologies have opened new possibilities for entrepreneurial learning, much of the existing research is fragmented,…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Raharjo, Satrio Raffani; Handayani, Putu Wuri; Putra, Panca Oktavia Hadi – Electronic Journal of e-Learning, 2021
E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g.,…
Descriptors: Active Learning, Game Based Learning, Integrated Learning Systems, Electronic Learning
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Tshimanika, Kabeya; Chigona, Agnes; Sadeck, Osman – Electronic Journal of e-Learning, 2022
Using a qualitative historical research approach, this paper examines the contextual influences, including the formulation motive and their possible impact on policy implementation, of the South African (SA) e-Education White Paper 7 (WP7). A critical discourse analysis (CDA) was conducted on the policy and data was collected through…
Descriptors: Educational Policy, Policy Formation, Program Implementation, Foreign Countries
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Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
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Krzyszkowska, Krystyna; Mavrommati, Maria – Electronic Journal of e-Learning, 2020
Education authorities in Norway endorse online courses for in-service teachers to raise education standards and to promote digital competence. Naturally, these offerings present teachers with opportunities to integrate new theoretical perspectives and their professional experience in an online learning community. The inquiry into one's…
Descriptors: Communities of Practice, Electronic Learning, Online Courses, Distance Education
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Jakab, Imrich; Ševcík, Michal; Grežo, Henrich – Electronic Journal of e-Learning, 2017
The methods of geospatial data processing are being continually innovated, and universities that are focused on educating experts in Environmental Science should reflect this reality with an elaborate and purpose-built modernization of the education process, education content, as well as learning conditions. Geographic Information Systems (GIS)…
Descriptors: Models, Higher Education, Geographic Information Systems, Environmental Education
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Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri – Electronic Journal of e-Learning, 2019
Life-long learning is currently being embraced as a central process that could disrupt traditional educational paths. Apparently, the (ideal) type of learning often promoted is deep and meaningful learning, though it is not always required to be so. Deep learning goes beyond superficial knowledge assimilation of unlinked facts; it aims at…
Descriptors: Blended Learning, Distance Education, Quality Assurance, Educational Quality
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Magnussen, Rikke; Hansen, Sidse Damgaard; Planke, Tilo; Sherson, Jacob Friis – Electronic Journal of e-Learning, 2014
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if…
Descriptors: Educational Games, Student Participation, Scientific Research, Active Learning
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Chan, Kevin; Cheung, George; Wan, Kelvin; Brown, Ian; Luk, Green – Electronic Journal of e-Learning, 2015
In understanding how active and blended learning approaches with learning technologies engagement in undergraduate education, current research models tend to undermine the effect of learners' variations, particularly regarding their styles and approaches to learning, on intention and use of learning technologies. This study contributes to further…
Descriptors: Active Learning, Technology Integration, Higher Education, Undergraduate Students
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Smyrnaiou, Zacharoula; Foteini, Moustaki; Kynigos, Chronis – Electronic Journal of e-Learning, 2012
Learning science requires the understanding of concepts and formal relationships, processes that--in themselves--have been proved to be difficult for students as they seem to encounter substantial problems with most of the inquiry-learning processes in which they engage. Models in inquiry-based learning have been considered as powerful…
Descriptors: Foreign Countries, Active Learning, Cooperative Learning, Learning Processes
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Lam, Paul; Tong, Aiden – Electronic Journal of e-Learning, 2012
More and more teachers are facing the decision whether they should allow or promote students the use of technology in the classroom. The decision is difficult as there are apparently both advantages and disadvantages in doing either way. In terms of positive impacts, research revealed that the use of digital devices in the classroom setting was…
Descriptors: Educational Technology, Evidence, Active Learning, Foreign Countries
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van de Sande, Carla; Leinhardt, Gaea – Electronic Journal of e-Learning, 2007
Free, open, online homework help sites appear to be extremely popular and exist for many school subjects. Students can anonymously post problems at their convenience and receive responses from forum members. This mode of tutoring may be especially critical for school subjects such as calculus that are intrinsically challenging and have high…
Descriptors: Active Learning, Error Correction, Help Seeking, Calculus
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Armitage, Ursula; Wilson, Stephanie; Sharp, Helen – Electronic Journal of e-Learning, 2004
Feelings of ownership for learning are an important part of the learning process and should be encouraged in e-Learning environments. This paper presents two experimental studies investigating the effects of navigation aids on ownership for learning with electronic texts. Experimental findings revealed that designers should not assume that…
Descriptors: Electronic Learning, Electronic Publishing, Navigation (Information Systems), Usability
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Fibiger, Bo; Nielsen, Janni; Sorensen, Elsebeth Korsgaaard; Riis, Marianne; Dirckinck-Holmfeld, Lone; Danielsen, Oluf; Sørensen, Birgitte Holm – Electronic Journal of e-Learning, 2005
This paper will introduce a master program in ICT and Learning (MIL) and present some of the experiences we have gained so far. MIL is a result of a collaborative initiative taken by five Danish universities, and it is an accredited part-time 2-year master program. It is unique in the sense that it builds on the pedagogical framework of project…
Descriptors: Information Technology, Foreign Countries, Cooperation, Masters Degrees