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Xundiao Ma; Yueguang Xie; Xin Yang; Hanxi Wang; Jia Lu – Education and Information Technologies, 2024
Teacher-student interaction (TSI) is the core element and important teaching method of smart classroom. Improving the quality of smart classroom teaching and developing higher-order thinking (HOT) among students requires strengthening research on the TSI structure in smart classroom. At present, the structure model of TSI in smart classroom mainly…
Descriptors: Teacher Student Relationship, Interaction, Virtual Classrooms, Electronic Learning
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Haoxin Xu; Tianrun Deng; Xianlong Xu; Xiaoqing Gu; Lingyun Huang; Haoran Xie; Minhong Wang – Education and Information Technologies, 2025
In the 21st century, the urgent educational demand for cultivating complex skills in vocational training and learning is met with the effectiveness of the four-component instructional design model. Despite its success, research has identified a notable gap in the address of formative assessment, particularly within computer-supported frameworks.…
Descriptors: Models, Instructional Design, Computer Assisted Testing, Formative Evaluation
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Li, Xiaoxia; Zhu, Wanxia – Education and Information Technologies, 2023
Based on the existing 3P model, this paper constructed a new 3P model under the blended-project-based learning (BPBL) environment, used the course teaching data to verify this model, and revealed the potential factors that affect the learning process and learning outcomes. The results showed that the presage variables of academic motivation and…
Descriptors: Transfer of Training, Skill Development, Blended Learning, Active Learning
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Khan, Minhaj Ahmad; Salah, Khaled – Education and Information Technologies, 2020
The cloud computing platform has become prevalent today and is being utilized by many organizations in government, industry, and academia. For teaching and training, its virtual environment provides a cost-effective alternative to physical labs which may be rapidly configured to provide hands-on lab exercises, as well as to run scientific…
Descriptors: Internet, Information Storage, Electronic Learning, Skill Development
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Li, Yangyang; Jiang, Chunlian; Chen, Zengzhao; Fang, Jing; Wang, Chenyang; He, Xiuling – Education and Information Technologies, 2023
This study was conducted to examine peer tutoring models in collaborative learning of mathematical problem solving (MPS) in flipped classrooms and their effect on group achievement. Quantitative data collected include 32 videos of eight groups of students in four MPS periods that were designed based on a simplified version of Polya's four-stage…
Descriptors: Students, Peer Teaching, Tutoring, Models
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Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
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Sigalov, Shani Evenstein; Nachmias, Rafi – Education and Information Technologies, 2017
In January 2014, 62 students graduated from the first for-credit course dedicated to Wikipedia. Learning focused on improved consumption of information, and collaborative construction of knowledge using the Wikipedia platform. This paper investigates the design and implementation of this course model, while highlighting the benefits and challenges…
Descriptors: Encyclopedias, Electronic Publishing, Collaborative Writing, Models
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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