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Showing 1 to 15 of 60 results Save | Export
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Nathan Mentzer; Elnara Mammadova; Adrie Koehler; Lakshmy Mohandas; Shawn Farrington – Educational Technology Research and Development, 2025
During COVID, HyFlex gained popularity and became a "new normal" that educators need to consider as an effective instructional approach. Previous research offers conflicting findings related to the impact of HyFlex instruction on students' basic psychological needs and academic performance. Our investigation provides insight into a…
Descriptors: Psychological Needs, Academic Achievement, Pandemics, COVID-19
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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
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Shah, Veenita; Murthy, Sahana; Warriem, Jayakrishnan; Sahasrabudhe, Sameer; Banerjee, Gargi; Iyer, Sridhar – Educational Technology Research and Development, 2022
MOOCs support the global need of learning resources with large impact through online access and no geographical boundaries. However, pedagogical design limitations in MOOCs are known to result in passive role of the learner, lack of learner connect and engagement, limited interactivity with course content and peers, all of which result in low…
Descriptors: Student Centered Learning, Online Courses, Instructional Design, Models
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Ung Hua Lau; Zaidatun Tasir – Educational Technology Research and Development, 2024
An online authentic learning environment (OnALE) is proposed in this study to facilitate students' learning of inferential statistics in a real-life context. The efficacy of the OnALE, in comparison to the conventional approach relative to the students' performance, was explored. Respondents from the experimental group were purposively selected to…
Descriptors: Online Courses, Authentic Learning, Academic Achievement, Comparative Analysis
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Rustam Shadiev; Ziheng Zhang; Yueh-Min Huang – Educational Technology Research and Development, 2025
This study employed speech-enabled language translation (SELT) technology in lectures presented in English as a medium of instruction (EMI). Previous research had students viewing pre-recorded lectures with incorporated content translations in controlled laboratory settings. In contrast, students in the present study experienced live lectures in…
Descriptors: Translation, Audio Equipment, Speech Communication, English (Second Language)
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Pankaj Chavan; Ritayan Mitra; Abhinav Sarkar; Aditya Panwar – Educational Technology Research and Development, 2024
The use of Experience Sampling Methods (ESM) to assess students' experiences, motivation, and emotions by sending signals to students at random or fixed time points has grown due to recent technological advances. Such methods offer several advantages, such as capturing the construct in the moment (i.e., when the events are fresh on respondents'…
Descriptors: Reliability, Validity, Student Attitudes, Self Disclosure (Individuals)
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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
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Athens, Wendy – Educational Technology Research and Development, 2023
At a public, 4-year, open access university, students were given the choice of how they would attend class: face-to-face, online, or livestream (synchronous session in Microsoft Teams®). The 876 students in this study registered in course sections designated as face-to-face delivery yet were provided attendance flexibility due to the pandemic.…
Descriptors: Self Control, Student Motivation, Blended Learning, In Person Learning
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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
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Chang, Ching-Yi; Panjaburee, Patcharin; Lin, Hui-Chen; Lai, Chiu-Lin; Hwang, Gwo-Haur – Educational Technology Research and Development, 2022
Fostering students' abilities to deal with practical problems is an important objective of professional training. To enable students to have more practicing time under the supervision of trainers in class, flipped learning has been adopted to shift the lecture time to the before-class stage, and hence more time is available for in-class…
Descriptors: Flipped Classroom, Learning Strategies, Academic Achievement, Self Efficacy
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Aydin, Seda Musaoglu; Çakir, Nur Akkus – Educational Technology Research and Development, 2022
The rich multimedia-enhanced language content offered by modern commercial off-the-shelf games and students' interest in playing such games has motivated efforts for seeking effective means to integrate them into the curriculum to enrich and enhance foreign language learning. Despite the general interest and appeal of game-enhanced learning in…
Descriptors: Second Language Learning, Game Based Learning, Intervention, English (Second Language)
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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
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Torres-Martín, César; Acal, Christian; El-Homrani, Mohammed; Mingorance-Estrada, Ángel C. – Educational Technology Research and Development, 2022
The objective has been to know the impact of the flipped classroom methodology on the academic performance of students during their training process in relation to the traditional methodology over time, in order to establish baselines in the academic grades in both models. The research is of a quasi-experimental type of non-equivalent groups, with…
Descriptors: Blended Learning, Flipped Classroom, Teaching Methods, Academic Achievement
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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
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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
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