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Showing 1 to 15 of 37 results Save | Export
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Ignacio Villagrán; Rocio Hernández; Gregory Schuit; Andrés Neyem; Javiera Fuentes; Loreto Larrondo; Elisa Margozzini; María T. Hurtado; Zoe Iriarte; Constanza Miranda; Julián Varas; Isabel Hilliger – Journal of Learning Analytics, 2024
Remote technology has been widely incorporated into health professions education. For procedural skills training, effective feedback and reflection processes are required. Consequently, supporting a self-regulated learning (SRL) approach with learning analytics dashboards (LADs) has proven beneficial in online environments. Despite the potential…
Descriptors: Feedback (Response), Independent Study, Skill Development, Learning Analytics
Reagan L. Mergen – ProQuest LLC, 2024
Mathematics literacy, which encompasses vital life skills such as learning to communicate and justify reasoning, is important for all people throughout their lives. Technology tools such as technology-based graphic organizers (TBGOs) provide universal accessibility supports for learners who experience difficulties with a variety of aspects of…
Descriptors: Equal Education, Educational Technology, Instructional Materials, Self Management
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Jihane Amayou; Olgun Sadik; Kelli Paul – Journal of Learning and Teaching in Digital Age, 2025
Makerspaces are interactive learning environments that provide students with opportunities to improve life and career skills. The importance of these spaces has grown over the years. In Türkiye, the Ministry of National Education has established makerspace-like environments, known as Design and Skills-Labs (Tasarim Beceri Atölyeleri or TBA in…
Descriptors: Foreign Countries, Computer Simulation, Skill Centers, Electronic Learning
Vipin Verma – ProQuest LLC, 2021
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics,…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Program Content
Volodymyr Lazar – ProQuest LLC, 2022
Like many other areas of human knowledge, the field of language learning has undergone changes as a consequence of the application of digital technologies. Extensive exposure and anytime and anywhere access availability to data in a second or foreign language (L2) bring almost unlimited learning opportunities for digital age students, which…
Descriptors: Second Language Learning, Learning Strategies, Language Skills, Student Characteristics
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Harati, Hoda; Sujo-Montes, Laura; Tu, Chih-Hsiung; Armfield, Shadow J. W.; Yen, Cherng-Jyh – Education Sciences, 2021
Adaptive learning is an educational method that uses computer algorithms and artificial intelligence (AI) to customize learning materials and activities based on each user's model. Adaptive learning has been used for more than 20 years. However, it is still unique, and no other system could bring more or even similar capabilities than the ones…
Descriptors: Intelligent Tutoring Systems, Questionnaires, Self Management, Learning Strategies
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Tsai, Yea-Ru – Computer Assisted Language Learning, 2021
This study investigated the effects of the flipped classroom model on EFL learner autonomy in a content-based instructional context. The participants involved were students enrolled in two linguistics classes, divided into an experimental group (n = 64) which received a flipped classroom (FC) instruction and a control group (n = 60) taught in a…
Descriptors: Foreign Countries, Undergraduate Students, Second Language Learning, English (Second Language)
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Zumbach, Joerg; von Kotzebue, Lena; Pirklbauer, Constanze – Journal of Educational Computing Research, 2022
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality-based learning environments, most of the studies lack a clear and fair control condition. In…
Descriptors: Computer Simulation, Educational Technology, Science Education, Educational Environment
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Tan, Yingchun; Yang, Jie; Yao, Chunlin – Athens Journal of Education, 2022
Blended learning is an increasingly prevalent trend in College English acquisition. This research seeks to study the influence of a blended learning environment to English acquisition, and the differences between the high-achieving learners and the low-achieving learners for Chinese minority preparation college students in English acquisition.…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Nursing Students
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Burner, Kerry J. – Technology, Instruction, Cognition and Learning, 2019
The study investigated the effect writing prompts designed to elicit reflective and reflexive thinking could have on participants' self-regulated learning strategies and academic performance. The reflection prompts asked the students to think about the way they were working for the class they were enrolled in and to identify important elements…
Descriptors: Journal Writing, Student Journals, Self Control, Academic Achievement
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Li, Kun; Canelas, Dorian – American Journal of Distance Education, 2019
Most Massive Open Online Courses (MOOC) research studies have focused on students' demographics, surveys, and retention data, while little attention has been paid to the authentic voices of the learners: the expressions of experiences, perceptions, and emotions in the MOOC students' own words. In this paper, we conducted and analyzed in-depth…
Descriptors: Online Courses, Large Group Instruction, Science Instruction, Chemistry
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Costley, Jamie; Lange, Christopher – International Review of Research in Open and Distributed Learning, 2018
Semi-formal learning is used to describe learning that is directed towards the goals of a formal learning institution but outside of the learning structure of a specific class. Students studying online may form semi-formal groups to increase their knowledge of the content by interacting with other learners taking the same class. This study of…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, College Students
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Koumi, Jack – Cogent Education, 2015
Learning affordances of video and print are examined in order to assess the learning outcomes afforded by hybrid video-print learning packages. The affordances discussed for print are: navigability, surveyability and legibility. Those discussed for video are: design for constructive reflection, provision of realistic experiences, presentational…
Descriptors: Video Technology, Educational Technology, Printed Materials, Blended Learning
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Fong, Shirley S. M.; Chu, Samuel K. W.; Lau, Wilfred W.F.; Doherty, Iain; Hew, K. F. – Journal of Information Technology Education: Research, 2017
Aim/Purpose: To investigate the effectiveness of incorporating wiki technology in an undergraduate biostatistics course for improving university students' collaborative learning, approaches to learning, and course performance. Methodology: During a three year longitudinal study, twenty-one and twenty-four undergraduate students were recruited by…
Descriptors: Educational Technology, Collaborative Writing, Undergraduate Study, Statistics
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