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Jayaluxmi Naidoo; Asheena Singh-Pillay – Education and Information Technologies, 2025
Higher Education institutions robustly adopted digital pedagogy during the coronavirus (COVID-19) pandemic. This article reports on a study focussing on postgraduate students' first-hand experiences of digital pedagogy for Science, Technology, Engineering and Mathematics (STEM) education. This study was conducted at one higher education…
Descriptors: Foreign Countries, Blended Learning, Social Justice, STEM Education
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Du, Bingxin – Education and Information Technologies, 2023
Learner satisfaction is the degree of consistency between learners' perception and expectation of learning experience. In massive online open courses, analyzing the influencing factors of learner satisfaction is of great significance to improving the quality of course development and learning experience. Taking the open course reviews as data…
Descriptors: Student Satisfaction, Expectation, Learning Experience, Curriculum Development
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Busra Ozmen Yagiz; Ecenaz Alemdag – Education and Information Technologies, 2025
Resilience is a critical personality trait that allows one to deal with difficulties, learn from failures, and maintain a positive attitude during task performance. However, it has not been understudied in a complex and challenging educational domain. The current research intends to address this gap by analyzing the specific characteristics of…
Descriptors: Foreign Countries, Undergraduate Students, Resilience (Psychology), Programming
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Deul Roh; Jiseung Yoo; Hyounjin Ok – Education and Information Technologies, 2025
The need to integrate digital literacy into curricula as a fundamental skill set for navigating the complexities of the digital age has increased. This study aims to explore how knowledge and skills of digital literacy present in language arts standards and what elements of digital literacy are emphasized. To achieve this, we used text mining…
Descriptors: Digital Literacy, Language Acquisition, Language Arts, National Curriculum
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Almeida, Fernando; Bolaert, Hiram; Dowdall, Shane; Lourenço, Justino; Milczarski, Piotr – Education and Information Technologies, 2015
Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Learning Processes