Publication Date
In 2025 | 344 |
Since 2024 | 1328 |
Since 2021 (last 5 years) | 4248 |
Since 2016 (last 10 years) | 7525 |
Since 2006 (last 20 years) | 12790 |
Descriptor
Academic Achievement | 12790 |
Foreign Countries | 4786 |
Teaching Methods | 2828 |
Student Attitudes | 2732 |
Second Language Learning | 2412 |
College Students | 2003 |
English (Second Language) | 2002 |
Electronic Learning | 1834 |
Correlation | 1641 |
Undergraduate Students | 1582 |
Learning Strategies | 1321 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 246 |
Policymakers | 118 |
Administrators | 91 |
Practitioners | 58 |
Researchers | 42 |
Parents | 33 |
Students | 32 |
Counselors | 8 |
Media Staff | 7 |
Community | 5 |
Support Staff | 5 |
More ▼ |
Location
Turkey | 531 |
China | 358 |
California | 345 |
Australia | 338 |
Canada | 257 |
Texas | 210 |
United States | 210 |
United Kingdom | 191 |
Taiwan | 167 |
Hong Kong | 146 |
Indonesia | 146 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 12 |
Meets WWC Standards with or without Reservations | 24 |
Does not meet standards | 34 |
Zi-Gang Ge; Qing Li – Education and Information Technologies, 2025
The present study explores the impact of different levels of competition involved in gamified learning on adult e-learners' intrinsic motivation, learning engagement, and language learning performance. One hundred and twenty participants were evenly and randomly assigned to two groups. A gamified learning procedure with a higher level of…
Descriptors: Gamification, Adult Students, Adult Learning, Electronic Learning
De-Chih Lee; Ching-Yi Chang – Education and Information Technologies, 2025
During the digital age, self-directed learning has emerged as an effective teaching strategy in designing class activities within the educational sphere, prompting an investigation into its impact on the effectiveness of instruction in the K-12 context. This article presents a meta-analysis aimed at examining the efficacy of self-directed learning…
Descriptors: Elementary School Students, Secondary School Students, Independent Study, Active Learning
Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
Jun Oshima; Ritsuko Oshima; Anthony J. Taiki Kawakubo – Journal of Computer Assisted Learning, 2025
Background: This study aimed to develop and test new analytics for knowledge-building practices from the transactive perspective. Based on a literature review, network analysis was identified as a promising analytical tool for these practices. We observed two aspects of network analysis that could be further developed: the multilayers of networks…
Descriptors: Network Analysis, Concept Formation, Learning Processes, Performance
Cecilia Madero-Gonzalez; Jesus Vazquez-Hernandez; Fernando Gonzalez Aleu – Quality Assurance in Education: An International Perspective, 2025
Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate…
Descriptors: Gamification, Undergraduate Students, Online Courses, Engineering Education
Emine Cabi – Education and Information Technologies, 2025
Learning Management System (LMS) can track student interactions with digital learning resources during an online learning activity. Learners with different goals, motivations and preferences may exhibit different behaviours when accessing these materials. These different behaviours may further affect their learning performance. The purpose of this…
Descriptors: Academic Achievement, Electronic Learning, Learning Management Systems, Student Behavior
Kitiya Promsron; Prachyanun Nilsook; Pallop Piriyasurawong – International Education Studies, 2025
The COVID-19 pandemic forced school closures globally, leading to significant learning regression in academic performance, skills, and ethical development. This study aims to: 1) synthesize and develop an adaptive micro-learning model based on Dhamma principles using mixed reality (MR), 2) compare pre- and post-test results, and 3) assess the…
Descriptors: Learning Activities, Electronic Learning, Learning Modules, Citizenship Education
Jiahui Du; Khe Foon Hew; Long Zhang – Education and Information Technologies, 2025
Self-regulated learning (SRL) is a prerequisite for successful learning. However, studies have reported that many students struggle with self-regulation in online learning, indicating the need to provide students with additional support for SRL. This study adopted a design-based research methodology to iteratively design, implement, and evaluate…
Descriptors: Independent Study, Artificial Intelligence, Electronic Learning, Graduate Students
Ruben Till Wittrin; Benny Platte; Christian Roschke; Marc Ritter; Maximilian Eibl; Carolin Isabel Steiner; Volker Tolkmitt – IEEE Transactions on Learning Technologies, 2024
Virtual environments open up far-reaching possibilities with respect to knowledge impartation. Nevertheless, they have the potential to negatively influence learning behavior. As a possible positive determinant, especially in the digital context, the moment "game" can be listed. Accordingly, previous studies prove an overall positive…
Descriptors: Game Based Learning, Learning Motivation, Academic Achievement, Electronic Learning
Alícia Villar-Aguilés; David Muñoz-Rodríguez – Journal of New Approaches in Educational Research, 2024
Expansion in higher education and changes in student profiles have led to an increase in non-linear trajectories that do not fit into a time frame considered standard. However, universities continue to establish success and failure parameters relating to performance indicators that do not consider the heterogeneity of trajectories. The theoretical…
Descriptors: In Person Learning, Electronic Learning, Higher Education, College Students
Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
Shasha Qi; Ali Derakhshan – Education and Information Technologies, 2025
This study explores the relationship between technology-based collaborative learning and learners' social regulation, academic emotions, and academic presentation. The researchers invited 695 English as a Foreign Language (EFL) students of different ages and learning backgrounds to participate in the research by questionnaire. The validated…
Descriptors: Technology Uses in Education, Cooperative Learning, Second Language Learning, English (Second Language)
Yang Tian; Tak Jie Chan; Sharifah Sofiah Syed Zainudin; Farhana Muslim Mohd Jalis – Journal of Educators Online, 2025
This study aims to identify the mediating effect of collaborative learning on the relationship between Learning Management System (LMS) usage and academic performance among undergraduate students in a public university through the constructivism theory. The study employed a purposive sampling survey method, and 381 valid respondents were…
Descriptors: Learning Management Systems, Cooperative Learning, Academic Achievement, Undergraduate Students
Merja Sinkkonen; Annukka Tapani – International Journal on Social and Education Sciences, 2024
Self-regulation is increasingly needed in education. This article aims to identify (what is) the core of the concept of self-regulated learning (SRL) and to analyse how SRL is used in different contexts. We studied 108 scientific articles published in scientific journals in the period 2016-2020. The keywords to search in the Scopus database were…
Descriptors: Student Centered Learning, Self Efficacy, Academic Achievement, Learning Strategies
Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies