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Schwerter, Jakob; Wortha, Franz; Gerjets, Peter – Educational Technology Research and Development, 2022
E-learning opportunities have become an increasingly important component of university education. Various laboratory studies have shown that e-learning environments can meaningfully enhance learning by incorporating various interventions and design choices (e.g., providing feedback and scaffolds). However, many computer-based interventions have…
Descriptors: Electronic Learning, Feedback (Response), Academic Achievement, Prompting
Lee, Ji-Eun; Recker, Mimi – Educational Technology Research and Development, 2022
This study examines how student and instructor participation in online discussions impacts students' course performance. The context for the study is university introductory online mathematics/statistics courses, which typically have much higher failure rates than their face-to-face counterparts. Using text-mining techniques, we analyze online…
Descriptors: Grade Prediction, Academic Achievement, Asynchronous Communication, College Students
Mohd Hashim, Mohd Hisyamuddin; Tasir, Zaidatun – Educational Technology Research and Development, 2020
This research investigates the usability of an e-learning environment that is embedded with sign language videos and deaf students' related academic performances and learning patterns. A mixed-methods research design was utilized, which involved the use of a usability questionnaire, performance tests, learning activities, e-learning log data, and…
Descriptors: Electronic Learning, Sign Language, Deafness, Video Technology
Wang, Xiao-Ming; Yu, Xiao-Han; Hwang, Gwo-Jen; Hu, Qing-Nan – Educational Technology Research and Development, 2023
How to improve students' problem-solving skills and creativity and adapt them to the new situation of the twenty-first century is a rather important educational objective at present, and is expected to be for a long time to come. Project-based learning (PBL) is considered to be an approach that can develop students' higher-order thinking skills,…
Descriptors: Electronic Learning, Computer Mediated Communication, Peer Evaluation, Student Projects
Lee, Jong-Yeon; Chei, Min Jung – Educational Technology Research and Development, 2020
This study aimed to classify latent profiles of Korean undergraduates' academic emotions in an e-learning environment, and to examine the effects of instructional variables on these profiles as well as the differences in their learning outcomes. A survey was conducted among 777 students who participated in online courses offered by a Korean…
Descriptors: Profiles, Undergraduate Students, Foreign Countries, Student Attitudes
Cho, I-Hsuan; Yeo, Jun-Hui; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Collaborative learning helps to construct a learning situation in which students solve problems together, and their learning effectiveness is promoted. However, collaborative learning often has the problem of unequal participation of learners. Therefore, this study combines the collaborative learning mode of the virtual environment of digital…
Descriptors: Elementary School Students, Grade 4, Virtual Classrooms, Electronic Learning
Wu, Chih-Hung; Tzeng, Yi-Lin; Huang, Yueh-Min – Educational Technology Research and Development, 2020
This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton's laws of motion on students' learning attention, affective experiences, cognitive load and academic achievement. Physiological signals and affective techniques were adopted to measure students' learning…
Descriptors: Learning Processes, Game Based Learning, Computer Games, Electronic Learning
Lan, Yu-Ju; Fang, Wei-Chieh; Hsiao, Indy Y. T.; Chen, Nian-Shing – Educational Technology Research and Development, 2018
The current study aimed at investigating how different types of embodied learnings influence elementary school students' English as a foreign language (EFL) listening performance. Two kinds of embodied learnings: real and physical body versus the 3D avatar, were compared with non-embodied learning. 69 fifth graders from two elementary schools…
Descriptors: Elementary School Students, Second Language Learning, English Language Learners, Grade 5
Liu, Kuo-Ping; Tai, Shu-Ju Diana; Liu, Chen-Chung – Educational Technology Research and Development, 2018
This study explored how a free-space digital storytelling approach that advocates autonomy and creativity can be implemented in a formal elementary classroom and how it impacts students' language learning motivation and performances. Participants of the study were 64 sixth grade students in Taiwan. Following an experimental design, the data…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Teaching Methods
Kuo, Yu-Chun; Belland, Brian R. – Educational Technology Research and Development, 2016
The study was an investigation of online adult learners' perceptions of interaction, satisfaction, and performance within an online course using the Blackboard platform. Interaction included learners' interaction with the instructor, content, and the classmates. The effect of student background variables and course-related variables on interaction…
Descriptors: Adult Learning, Adult Students, Student Attitudes, Electronic Learning
Traphagan, Tomoko; Kucsera, John V.; Kishi, Kyoko – Educational Technology Research and Development, 2010
The present study investigated the impact of class lecture webcasts on students' attendance and learning. The research design employed four data collection methods in two class sections--one with webcast access and another without--of the same course taught by the same instructors. Results indicated the following four major findings. (1) The…
Descriptors: Academic Achievement, Attendance, Lecture Method, Student Attitudes
Lin, Huifen; Dwyer, Francis M. – Educational Technology Research and Development, 2010
This study investigated the effectiveness of three different levels of enhancement strategies utilized to facilitate students' learning from static and animated visualization when taking the time-on-task into consideration. Participants were randomly assigned to six treatment groups, and then took four criterion measures. The time-on-task was…
Descriptors: Feedback (Response), Computer Assisted Instruction, Visualization, Time on Task