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Somik Ghosh; Abhay Chavan – Design and Technology Education, 2024
Immersive technologies have gained attention in design pedagogy due to their potential as effective tools for teaching and learning. Virtual reality (VR) has been extensively explored in the design discipline for tasks such as interpretation, visualization, and collaboration. However, most applications of VR have focused on replacing traditional…
Descriptors: Computer Simulation, Technology Integration, Building Design, Experiential Learning
Sinem Cilligol Karabey; Selcuk Karaman – International Review of Research in Open and Distributed Learning, 2024
This study aimed to systematically compile the activities and applications to be used by instructors to conduct synchronous virtual classrooms effectively. Using specific keywords in various databases we examined the literature to discover the activities and applications associated with effective synchronous virtual classrooms. A total of 70…
Descriptors: Synchronous Communication, Electronic Learning, Teaching Methods, Instructional Design
Enilda Romero-Hall – Distance Learning, 2024
This paper focuses on an intersectional feminism approach to writing assignments in which students served as co-creators of knowledge engaged in the development of an open-access book titled "Motivation in Learning, Training, and Development: A Collection of Essays," while enrolled in the "Principles of Learner Motivation"…
Descriptors: Books, Writing Assignments, Graduate Students, Feminism
McNeill, Laura; Fitch, Donna – TechTrends: Linking Research and Practice to Improve Learning, 2023
Microlearning provides a valuable and efficient strategy for delivering content to students. As online enrollments continue to increase, further research is needed to determine how students experience microlearning in an online learning format. In this qualitative study, a focus group was used to explore how learners experienced an online…
Descriptors: Electronic Learning, Learning Activities, Instructional Design, Cognitive Processes
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
Desmet, Ophélie A.; Cakmakci, Huzeyfe; Tuzgen, Abdullah – Journal for the Education of the Gifted, 2023
The purpose of the present study was to evaluate the online delivery of an affective curriculum for gifted and talented youth to gain further understanding of its effectiveness and perceived advantages and disadvantages of delivering affective curriculum online. Using convergent parallel mixed-methods design, we evaluated data from 38 secondary…
Descriptors: Electronic Learning, Instructional Effectiveness, Academically Gifted, Humanistic Education
Anne van der Linden; Ralph F. G. Meulenbroeks; Wouter R. van Joolingen – Journal of Computer Assisted Learning, 2024
Background: Research on cognitive effects of educational games in general shows promising results. However, there are large variations in learning outcomes between individual educational games. Research on the design process and different design elements of educational games has led to some interesting directions, but some design aspects remain…
Descriptors: Scientific Principles, Mechanics (Physics), Educational Games, Science Education
Weng, Chunmeng; Chen, Congying; Ai, Xianfeng – International Journal of Technology and Design Education, 2023
This paper illustrates the design-based learning (DBL) approach to promoting the deep learning of students and improving the quality of teaching in engineering design education. We performed three aspects of research with students in a typical educational activity. The first study investigated students' deep learning before and after the DBL…
Descriptors: Learning Processes, Teaching Methods, Educational Quality, Design
Wynants, Shelli; Dennis, Jessica – Journal of the Scholarship of Teaching and Learning, 2022
This case study examines student learning outcomes derived from the redesign of an undergraduate child development research methods course, replacing a commercial textbook with Open Educational Resources (OER), which were remixed into interactive lessons. Using survey and exam performance data, two areas were evaluated: 1) students' experiences…
Descriptors: Curriculum Design, Courses, Research Methodology, Open Educational Resources
Keshavarz, Hamid; Fallahnia, Somayeh; Hamdi, Fatemeh – International Journal of Information and Learning Technology, 2022
Purpose: Due to the lack of standard and research-based frameworks in evaluating the content designed in electronic courses, there appears a need to examine some existing theoretical models like the cognitive theory of multimedia learning (CTML) developed by Richard Mayer on real occasions. To confirm the effectiveness of the seven principles of…
Descriptors: College Faculty, Instructional Design, Multimedia Instruction, Online Courses
Fatih Yazici; Mustafa Sözbilir – Journal of Biological Education, 2024
The aim of this study is to design various instructional materials to teach biological systems in a 'Systems in Our Body' unit to 6th grade students with visual impairment (SVI) and to evaluate the effectiveness of these materials. In the study, a design-based research model was used. In the first stage, individual learning needs of SVI and their…
Descriptors: Foreign Countries, Secondary School Students, Visual Impairments, Instructional Materials
Howe, Edward; Ruberg, Andres – Canadian Journal of Action Research, 2020
This action research investigates DigiPen, an innovative locally developed secondary school course where students are actively engaged in project-based learning while studying how to work effectively in teams focused on digital game design. Students apply art, math, physics, and computer science knowledge and learn important life skills. DigiPen…
Descriptors: Secondary School Students, Active Learning, Student Projects, Design
Educating Non-Specialized Audiences about Seismic Design Principles Using Videos and Physical Models
Mauricio Morales-Beltran; Ecenur Kizilörenli; Ceren Duyal – International Journal of Assessment Tools in Education, 2024
The prevalence of self-construction practices in Türkiye has resulted in a building stock whose earthquake resilience is highly uncertain. To mitigate the potentially devastating impact of anticipated large earthquakes, one viable approach is to increase earthquake awareness among builders themselves. However, these builders lack formal…
Descriptors: Foreign Countries, Video Technology, Audiences, Seismology
Jiang, Xina; Harteveld, Casper; Yang, Yuqin; Fung, Anthony; Huang, Xinyuan; Chen, Shihong – Educational Technology Research and Development, 2023
Computational thinking (CT) has become an important skill for the new generation, and CT teaching games have been introduced to lower the barriers that novices face in learning programming. However, despite the prevalence of and demand for these games, little is known about the effectiveness of their design or about the principles that are…
Descriptors: Literature Reviews, Design, Computation, Thinking Skills
Haipeng Wan; Xue Zhang; Xinxue Yang; Shan Li – Education and Information Technologies, 2024
This study investigated the impact of problematization-oriented scaffolding and structuring-oriented scaffolding, incorporated within instructional videos, on students' computational thinking and their performance in programming education. We recruited 86 participants from three senior classes at a high school. Each of the three classes was…
Descriptors: Scaffolding (Teaching Technique), Instructional Design, Thinking Skills, Computer Science Education