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Showing 1 to 15 of 85 results Save | Export
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Nuo Cheng; Wei Zhao; Xiaoqing Xu; Hongxia Liu; Jinhong Tao – Education and Information Technologies, 2024
Learning analytics dashboards are becoming increasingly common tools for providing feedback to learners. However, there is limited empirical evidence regarding the effects of learning analytics dashboard design features on learners' cognitive load, particularly in digital learning environments. To address this gap, we developed goal-based,…
Descriptors: Learning Analytics, Learning Management Systems, Cognitive Ability, Online Courses
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Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
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Yan Lin; Hongjian Liao; Suxian Weng; Wanqi Dong – Education and Information Technologies, 2024
Children's preschool years are crucial for the development of computational thinking (CT) skills. However, debate continues regarding whether CT should be developed through plugged-in or unplugged activities. This study investigated the similarities and differences between plugged-in and unplugged activities with similar learning content and…
Descriptors: Learning Activities, Computer Science Education, Teaching Methods, Thinking Skills
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Jerry Huang; Atsushi Mizumoto – Education and Information Technologies, 2025
This study aimed to examine the effect of incorporating the generative pre-trained AI chatbot, ChatGPT, into an instructor-led writing class on the motivation of Japanese university students. This study examines changes in students' Ideal L2 Self, Ought-to L2 Self, and L2 Learning Experience using Dörnyei's L2 Motivational Self System (L2MSS)…
Descriptors: Artificial Intelligence, Teaching Methods, Computer Software, Technology Uses in Education
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Jodie Torrington; Matt Bower; Emma C. Burns – Education and Information Technologies, 2024
The COVID-19 pandemic and the resultant switch to remote learning enabled a natural experiment to observe and compare the self-regulation strategies used by elementary students in hypermedia environments. Specifically, the same participants (N = 48, M[subscript age] = 10.75) were observed in two learning contexts: a traditional classroom with…
Descriptors: Elementary School Students, Metacognition, COVID-19, Pandemics
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Hui Han; Silvana Trimi – Education and Information Technologies, 2024
Cloud computing-based online education has played a vital role in enabling uninterrupted learning during crises such as the COVID-19 pandemic. This study explored the key variables associated with cloud computing that can effectively support the operation of online education platforms. By analyzing real data from 63 online learning platforms, the…
Descriptors: Computer Software, Learning Management Systems, Online Courses, Correlation
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Emin Ibi?li?; Melek Ölmez; Aysel Burcu Ibi?li?; Firat Bi?lal; Abdullah Ci?han; Nurullah Okumus – Education and Information Technologies, 2024
Understanding the potential transformation brought about by integrating the flipped classroom methodology with rich and dynamic learning platforms like the Metaverse, in terms of usability, students' academic performance, and intrinsic motivation, holds critical importance for adopting innovative strategies in the field of education. This study…
Descriptors: Student Attitudes, Medical Education, Flipped Classroom, Online Courses
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Tim Bauermeister; Nina Janßen; John-Oliver Engler – Education and Information Technologies, 2025
Digital learning environments such as virtual laboratories have been proposed to augment or even replace conventional forms of teaching in recent years. While there is some evidence on comparable learning outcomes between real and virtual labs, empirical evidence on the effectiveness of virtual labs as compared to conventional face-to-face…
Descriptors: Conventional Instruction, Electronic Learning, Case Studies, Foreign Countries
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Thuy Dung Pham Thi; Nam Tien Duong – Education and Information Technologies, 2024
With the explosive growth of various applications on the Internet, higher education institutions have advocated distance learning courses, making research on online learning increasingly important. This study attempts to emphasize the characteristics of instruction in online learning systems, using the Theory of Planned Behavior. Two groups of…
Descriptors: Electronic Learning, College Students, Behavior Theories, Intention
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Jinjuan Tang; Shu Chen; Norfarizah Mohd Bakhir – Education and Information Technologies, 2024
With the advent of the post-pandemic era, the integration of online and offline education has become one of the future development trends and major challenges. This article utilizes the Semantic Wave Theory to teach the "Film and Television Creative Course" through a combination of offline and online methods. While offline teaching is…
Descriptors: Blended Learning, Films, Outcomes of Education, Emotional Experience
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Lixuan Sun; Adelina Asmawi; Hui Dong; Xiaotian Zhang – Education and Information Technologies, 2024
Amidst the challenges posed by the Covid-19 pandemic, this study investigates the impact of Problem-based Language Learning (PBLL) using DingTalk on enhancing Business English Writing skills among Chinese undergraduates. Employing a mixed-method approach, the research involved two phases. In the quantitative phase, a twelve-week quasi-experimental…
Descriptors: Undergraduate Students, Business English, English for Special Purposes, Second Language Learning
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Fu, Qing-Ke; Zou, Di; Xie, Haoran; Cheng, Gary; Hwang, Gwo-Jen – Education and Information Technologies, 2022
Digital games have become increasingly popular. However, many teachers may not have relevant knowledge and experience of designing and implementing digital game-based teaching in formal classrooms. This study proposed a collaborative design approach to facilitate pre-service teachers' abilities of designing for learning with a digital game. To…
Descriptors: Computer Games, Instructional Design, Constructivism (Learning), Teaching Methods
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Peng Wang; Kexin Yin; Mingzhu Zhang; Yuanxin Zheng; Tong Zhang; Yanjun Kang; Xun Feng – Education and Information Technologies, 2025
In the era of educational informatization, nurturing critical thinking skills has become a central focus. However, the current state of Chinese students' critical thinking development is concerning, prompting researchers to explore effective enhancement strategies. Based on constructivist learning theory, this study leveraged the advancements in…
Descriptors: Critical Thinking, Skill Development, Artificial Intelligence, Computer Software
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Obada, David O.; Bako, Raymond B.; Ahmed, Abdulkarim S.; Anafi, Fatai O.; Eberemu, Adrian O.; Dodoo-Arhin, David; Oyedeji, Ayodeji N.; Salami, Kazeem A.; Samuel, Bassey O.; Samuel, Emmanuel T.; Obada, Israel B. – Education and Information Technologies, 2023
Research and academia have been recently affected by the Coronavirus (COVID-19), and physical classrooms and laboratory experiments have been affected significantly due to the recent laboratory closures. This has led to innovative approaches to curb this problem. To address these difficulties in teaching bioengineering related courses that is of…
Descriptors: Engineering Education, Teaching Methods, Distance Education, Active Learning
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Hameedur Rahman; Samiya Abdul Wahid; Faizan Ahmad; Numan Ali – Education and Information Technologies, 2024
Virtual classrooms based on the metaverse or virtual reality are useful and effective for imparting basic chemistry concepts. Interactive and immersive environments can effectively teach fundamental chemistry concepts, such as chemical bonding and formulas, thereby making these otherwise abstract and intangible ideas more accessible and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Computer Simulation
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