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Shiv K. Tripathi; Wolfgang C. Amann; Agat Stachowicz-Stanusch – International Society for Technology, Education, and Science, 2023
The effective anti-corruption education requires careful understanding of the teaching-learning context. At the different stages of the designing an anti-corruption focuses course, we need to consider factors related to target learning group as well as the respective context in which they are. Learning style versatility is an important factor that…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Computer Oriented Programs
Dorian Stoilescu; Andreea Molnar – ACM Transactions on Computing Education, 2025
This article explores differences between women's and men's views on teaching and learning in undergraduate computer science studies at a Canadian university. The research focuses on perceptions and experiences about learning activities and teaching computer science and how students and teachers view these aspects as valuable for these activities.…
Descriptors: Foreign Countries, Undergraduate Students, Computer Science Education, Preferences
Marioara Pascu – Cogent Education, 2024
This study explored the relationship between students' learning styles and their learning process through Kahoot in developing competencies within a target group of 89 high school students from Technical College "Dimitrie Ghika", Romania. Initially, the students' learning styles were identified using Reid's VAK model. As a second step,…
Descriptors: Cognitive Style, Learning Management Systems, Geography Instruction, Experiential Learning
Kailash Pem – Online Submission, 2021
The research study sought to determine the effect of tailored animated motion sequences on teaching, performance, visual orientation and visual literacy in biology learners. The animations were developed by the teacher-researcher and a team of biology teachers as per the Grade 8\Form 2 biology syllabus hence referring to the term "tailored…
Descriptors: Foreign Countries, Computer Assisted Instruction, Science Instruction, Secondary School Science
Lin, Yen-Yu – Taiwan Journal of TESOL, 2023
This study examined the effectiveness of guided data-driven learning (DDL) activities on helping technological university students with a lower-intermediate proficiency level to learn grammar and vocabulary topics for the TOEIC test. The question of whether inductive learners make more progress than deductive learners was also addressed. A total…
Descriptors: Grammar, Teaching Methods, Second Language Learning, English (Second Language)
Lai, Jung-Yu; Chang, Li-Ting – SAGE Open, 2021
The education community has gradually recognized the value of augmented reality (AR) technology and its positive impacts on student learning performance. Still, few studies have proposed specific solutions and results to confirm this phenomenon for first graders in English vocabulary learning. Hence, this research explores the effects of AR apps…
Descriptors: Grade 1, Elementary School Students, Computer Software, Computer Simulation
Naghdipour, Bakhtiar; Manca, Stefania – E-Learning and Digital Media, 2023
With the recent COVID-19 pandemic and disruption of campus-based education, the use of mobile social networking applications to supplement formal education has attracted a great deal of attention. Teachers do have opportunities to join students' online groups to share, clarify, and exchange housekeeping information and course-related content with…
Descriptors: Second Language Learning, Second Language Instruction, COVID-19, Pandemics
Sim, Siew-Chen; Gan, Siew-Wei; Tang, Yu-Hoe; Sarma, Vengadeshvaran J. – Journal of Further and Higher Education, 2023
This study examines the learning experiences including academic performance and assessments of Foundation students at a British University's campus in Malaysia during the first year of the COVID-19 pandemic. A focus on foundation students is important because First-Year Experience is crucial to their academic success in higher education. Using a…
Descriptors: Foreign Countries, College Freshmen, COVID-19, Pandemics
Hassan, Muhammad Awais; Habiba, Ume; Majeed, Fiaz; Shoaib, Muhammad – Interactive Learning Environments, 2021
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their…
Descriptors: Game Based Learning, Electronic Learning, Cooperative Learning, Integrated Learning Systems
Laurie Massery; Ka Wing Cheung; Anna Wachsmuth – NECTFL Review, 2023
This study provides a research-based approach to reimagining the world language classroom through open educational resources (OER), primarily in higher education. Using quantitative and qualitative analyses, we provide insight into students' perceptions of OER in world language education classrooms, with a specific focus on conversation courses.…
Descriptors: Open Educational Resources, Second Language Learning, Second Language Instruction, Conversational Language Courses
Anna Y. Q. Huang; Jei Wei Chang; Albert C. M. Yang; Hiroaki Ogata; Shun Ting Li; Ruo Xuan Yen; Stephen J. H. Yang – Educational Technology & Society, 2023
To improve students' learning performance through review learning activities, we developed a personalized intervention tutoring approach that leverages learning analysis based on artificial intelligence. The proposed intervention first uses text-processing artificial intelligence technologies, namely bidirectional encoder representations from…
Descriptors: Academic Achievement, Tutoring, Artificial Intelligence, Individualized Instruction
Jafari, Seyed Mohammadbagher; Abdollahzade, Zahra – Education and Information Technologies, 2019
The game-based learning, which uses computer games to improve performance and learning, is a new field which can be used as a powerful educational tool. To increase the effectiveness of educational games, new games fit the learning styles of each individual can be made to have a customized learning environment. Currently, playing computer games…
Descriptors: Cognitive Style, Game Based Learning, Computer Games, Foreign Countries
Lang, Guido – Information Systems Education Journal, 2017
This paper introduces agile learning, a novel pedagogical approach that applies the processes and principles of agile software development to the context of learning. Agile learning is characterized by short project cycles, called sprints, in which a usable deliverable is fully planned, designed, built, tested, reviewed, and launched. An…
Descriptors: Teaching Methods, Computer Software, Student Projects, Undergraduate Students
Labrecque, Lauren I.; Markos, Ereni; Darmody, Aron – Journal of Marketing Education, 2021
Sophisticated technology advances are delivering new and powerful ways for marketers to collect and use consumer data. These data-driven marketing capabilities present a unique challenge for students, as they will soon be expected to manage consumer data and make business decisions based on ethical, legal, and fiscal considerations. This article…
Descriptors: Marketing, Advertising, Privacy, Comparative Analysis
Hosseini, Hadi; Hartt, Maxwell; Mostafapour, Mehrnaz – ACM Transactions on Computing Education, 2019
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of…
Descriptors: Game Based Learning, Computer Science Education, Learner Engagement, Higher Education

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