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Beth Beason-Abmayr; David R. Caprette – Advances in Physiology Education, 2025
We present an alternative to the traditional classroom lecture on the topics of metabolic scaling, allometric relationships between metabolic rate (MR) and body size, and reasons for rejecting Rubner's surface "law," concepts that students have described as challenging, counterintuitive, and/or mathematical. In groups, students work with…
Descriptors: Metabolism, Body Composition, Animals, Active Learning
Arwa Ahmed Qasem – Discover Education, 2025
Contemporary education calls for innovative strategies to move away from traditional teacher-centered methods to methods that engage students and enhance learning outcomes. This shift toward student-centered learning is crucial for achieving educational goals and making the next generation more adaptable to the modern era. This paper examines the…
Descriptors: Active Learning, Student Projects, Program Effectiveness, Programming Languages
Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
Holly L. Ryan; Ryan Hassler – Learning Assistance Review, 2025
This study explores the effectiveness of video demonstrations compared to live classroom visits for promoting writing center services to students in first-year writing courses. Using a randomized cluster experimental design, the researchers implemented either an in-person demonstration, a video demonstration, or no intervention (control). Pre- and…
Descriptors: Laboratories, Writing (Composition), Outreach Programs, Freshman Composition
Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
Laura Martín-Martínez; Esther Vela; Vanesa Sainz – Journal of Educators Online, 2024
The present study aims to determine if the successful implementation of a blended learning methodology is more dependent on the course subject matter or on the teacher. Using the Evaluation Scale on the Influence of Course Subject and Teachers on B-learning, we analyzed five factors: Expectations, Web Tools 2.0, Feedback, Cooperative/collaborative…
Descriptors: Blended Learning, Expectation, Web 2.0 Technologies, Feedback (Response)
Esmat Shamsi; Hossein Bozorgian – Asian-Pacific Journal of Second and Foreign Language Education, 2024
Multimedia is vastly used as authentic and available input in second and foreign-language contexts. To deal with the difficulties and complexities of comprehending these authentic materials, collaborative learning through metacognitive instruction helps develop learners' listening comprehension. The present study has mainly explored the role of…
Descriptors: Multimedia Instruction, English (Second Language), Second Language Learning, Cooperative Learning
Preethi Premkumar; Tony Churchill; Rachael Elward; Arezoo Alford – Psychology Teaching Review, 2024
Student-Centred Active Learning Environment with Upside-down Pedagogies (SCALE-UP) is a set of collaborative learning techniques that are shown to reduce the continuation and awarding gaps between students of Black, Asian and other Minority Ethnicities (BAME) and White students when SCALE-UP is implemented throughout every module in an…
Descriptors: Student Centered Learning, Active Learning, Psychology, Cooperative Learning
Alfred W. T. Lo – Language and Education, 2025
The pedagogical approach--Content and Language Integrated Learning (CLIL)--has been widely adopted around the globe with its dual aims of developing students' second language (L2) proficiency and mastering content knowledge simultaneously. However, its effectiveness remains inconsistent. This inconsistency has led researchers to call for an…
Descriptors: Content and Language Integrated Learning, Secondary School Students, Self Control, Program Implementation
Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
Elsa Morgado; Levi Leonido; Antonino Pereira; Luís Borges Gouveia – Educational Process: International Journal, 2025
Background/purpose: Artificial Intelligence (AI) and distance learning (EaD) have profoundly transformed education, redefining teaching methodologies and learning dynamics. When integrated into educational environments, these technologies facilitate equitable access to knowledge, enable personalized learning, and enhance pedagogical flexibility.…
Descriptors: Educational Technology, Technology Uses in Education, Distance Education, Artificial Intelligence
Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Ljerka Jukic Matic; Sonia Abrantes Garcêz Palha – International Electronic Journal of Mathematics Education, 2025
The growing integration of technology into society highlights the need for educational transformation to better equip students for future challenges and the evolving labor market. Digital game-based learning (DGBL) has emerged as a promising strategy for enhancing learning using interactive digital games. This study investigates the implementation…
Descriptors: Secondary School Mathematics, Mathematics Education, Video Games, Computer Games
Koyo Ogawa – Technology in Language Teaching & Learning, 2025
Virtual reality (VR) has attracted increasing interest for its potential to enhance second language acquisition through immersive and interactive experiences. However, effectively integrating VR with established language teaching pedagogy remains a critical challenge. This study addresses that gap by embedding the principles of task-based language…
Descriptors: Computer Simulation, Second Language Learning, Learning Activities, Technology Uses in Education
Kaitlyn M. Sorochka; Vecihi S. Zambak – Middle Grades Research Journal, 2024
Recent literature justifies the use of virtual learning in supporting middle-grades students' mathematical knowledge development and emphasizes the critical role of motivation in learning (Lo & Hew, 2020; Murphy et al., 2020; Spitzer & Musslick, 2021). Intrinsic and extrinsic motivation both play a role in learning for middle-grades…
Descriptors: Middle School Mathematics, Middle School Students, Electronic Learning, Student Motivation

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