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Jill E. Stefaniak – Educational Technology Research and Development, 2024
The purpose of this study was to examine the systemic factors that impact instructional designers' practices in higher education. The primary research goal was to examine the relationships and tensions that exist between administration, instructional designers, faculty, and resources. Semi-structured interviews were conducted with 15 instructional…
Descriptors: Instructional Design, Higher Education, Correlation, College Administration
Kirkby, Jane; Carabott, Kelly; Wilson, Sue; Rafi, Haleh; White, Pennie – Literacy Research and Instruction, 2022
This paper looks at students' motivation and engagement in the context of the "Read Like a Demon (RLAD)" project across a two-year period, in Melbourne, Victoria. This "RLAD" project was shaped over several years and targeted to students aged between 8 and 11 years. It utilized innovative reading experiences, including the…
Descriptors: Reading Strategies, Reading Programs, Reading Motivation, Elementary School Students
Göktürk Saglam, Asli Lidice; Dikilitas, Kenan – TESL-EJ, 2020
This study examines how an online training into teacher research has been evaluated in relation to the three main elements of the community of inquiry framework (CoI): teaching, social, and cognitive presences. We held the online training as a part of TESOL's Electronic Village Online (EVO) and offered a course on how teacher research can be…
Descriptors: Communities of Practice, Faculty Development, Positive Attitudes, Online Courses
Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
Sun, Chunxia; Bwanali, Thomson Raphael; Berry, Frances; Yi, Hongtao – Journal of Public Affairs Education, 2021
The article assesses internationalization of Public Administration education in China based on international students' perceptions toward forms of the educational institution's internationalization. Research for the article was quantitatively based on a case study of one of the Chinese institutions of higher learning offering Public Administration…
Descriptors: International Education, Public Administration, Case Studies, Correlation
Ouyang, Fan; Chen, Zixuan; Cheng, Mengting; Tang, Zifan; Su, Chien-Yuan – International Journal of Educational Technology in Higher Education, 2021
Collaborative problem-solving (CPS) engages students in solving ill-structured problems, creating group knowledge, and developing self-regulation and collaboration skills. Different scaffoldings, such as minimal-guided, task-oriented, and idea-oriented, can be used to facilitate students' CPS activities, but their effects have not been…
Descriptors: Cooperative Learning, Problem Solving, Scaffolding (Teaching Technique), Metacognition
Vardakosta, Eirini; Priniotakis, Georgios; Papoutsidakis, Michail; Sigala, Marisa; Nikolopoulos, Dimitrios – European Journal of Educational Research, 2022
This paper investigates the viewpoints and perspectives of 179 undergraduate students engaged in a co-creation project regarding their anticipated progress, exploring, simultaneously, the affecting factors. The students attended the physics course in the Department of Industrial Design and Production Engineering at the University of West Attica,…
Descriptors: Multivariate Analysis, Student Attitudes, Correlation, Expectation
Lee, Sam Youl; Jung, Minseo – Education Sciences, 2021
Open innovation (OI) has become an essential business model for big tech companies and innovation ecosystems. However, most STEM high schools in the United States do not have appropriate OI programs for students. This paper explores how various perspectives on open innovation as an emerging trend in the entrepreneurial ecosystem can link with STEM…
Descriptors: Case Studies, STEM Education, High School Students, Entrepreneurship
Peterson, Dawn Leann – Online Submission, 2022
This action research study was born out of the researcher's anecdotal observations that often the students in her remedial math courses who do not appear to form relationships with their classmates are the same students who fail to complete the course successfully. The purpose of this quantitative action research study was to determine whether…
Descriptors: Action Research, Remedial Mathematics, Peer Relationship, Sense of Community
Gandolfi, Enrico – E-Learning and Digital Media, 2018
This article aims to enlighten how individuals apply and develop cooperative and computational thinking in online collaborative challenges, and what ludic features support or discourage such approaches. Over n = 1400 subjects have been involved with a quantitative survey about three collaboration-based video games--i.e. "Overwatch,"…
Descriptors: Video Games, Group Activities, Cooperative Learning, Logical Thinking
Zamora-Polo, Francisco; Corrales-Serrano, Mario; Sánchez-Martín, Jesús; Espejo-Antúnez, Luis – Education Sciences, 2019
Innovative teaching strategies are designing a new and promising landscape in education. They fill lessons with creativity and imagination for either the students or teachers. This article addresses an attempt to make the approach to science easier in a nonscientific environment: primary education at university level. Gamification methodologies…
Descriptors: Active Learning, Teaching Methods, Computer Games, Student Motivation
Heasley, Chris – Journal of College and University Student Housing, 2021
Students' sense of community is at the heart of their college success and can be impacted by many factors, including staff, programming, and hall design, as well as demographic variables such as age, ethnicity, and gender. The purpose of this study is to investigate how gender and student housing type at a faith-based institution influence sense…
Descriptors: Correlation, Gender Differences, College Housing, On Campus Students
Greenhalgh, Spencer P. – Journal of Experimental Education, 2021
Games can invite players to try on moral identities, but players ultimately choose how to respond to this invitation. In this study, I explore how the design of a game and the context it is played in affect whether players tried on a moral identity when completing in-game actions. I interviewed seven students who had played an ethics game and…
Descriptors: Moral Values, Self Concept, Correlation, Design
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Mühlfelder, Manfred; Konermann, Tobias; Borchard, Linda-Marie – Journal of Problem Based Learning in Higher Education, 2015
In this paper we describe a "Train the Tutor" programme (TtT) for developing the metacognitive skills, facilitator skills, and tutor skills of students in a problem based learning (PBL) context. The purpose of the programme was to train 2nd and 3rd year undergraduate students in psychology to become effective PBL tutors for…
Descriptors: Undergraduate Students, Problem Based Learning, Tutor Training, Program Design