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Yi Zhang; Jiumin Yang; Chenyan Dai; Zhongling Pi – Educational Technology & Society, 2024
Previous studies have shown that encouraging students to use self-explanation strategies has proven effective in text-focused learning contexts. However, no study to date has focused on how students' strategy preference moderates the effect of self-explanation strategies on learning from video lectures. The current study investigated how students'…
Descriptors: Teaching Methods, Video Technology, Lecture Method, Preferences
Problem-Solving Support and Instructional Sequence: Impact on Cognitive Load and Student Performance
Jamie Costley; Anna Gorbunova; Matthew Courtney; Ouhao Chen; Christopher Lange – European Journal of Psychology of Education, 2024
In terms of instructional sequencing and cognitive load research, it remains unclear what effect different instructional sequences have on cognitive load and how to use problem-solving support within instructional sequences to reduce cognitive load. The current study examines how instructional sequencing and problem-solving support interact with…
Descriptors: Problem Solving, Cognitive Processes, Difficulty Level, Academic Achievement
National Center for the Improvement of Educational Assessment, 2023
Creative thinking is essential for career success in the information age. According to the World Economic Forum, creative thinking ranks as the fastest growing and second-most important skill among employers. Creative thinking also ranks above artificial intelligence (AI) and big data in terms of companies' skills-training priorities for workers.…
Descriptors: Creative Thinking, Success, Academic Achievement, Cognitive Processes
Natnael Terefe Arega; Tigist Shiferaw Hunde – Review of Education, 2025
Constructivist instructional approaches have gained significant popularity in education as educators seek to create more engaging and effective learning environments. However, the effectiveness of these approaches in promoting student learning remains a subject of debate. This systematic review aims to synthesise existing evaluation-based research…
Descriptors: Constructivism (Learning), Cognitive Processes, Cognitive Development, Instructional Development
Helen Burns – Pedagogy, Culture and Society, 2024
This paper presents a theoretical exploration of the relationship between imagination, cognition and metacognition, conceptualised within "emergent models." These models are offered to enable dialogue and tools to understand and support imagination in education practice, through the presence of ever-transforming theory, conceived as…
Descriptors: Imagination, Metacognition, Cognitive Processes, Correlation
Genmei Zuo; Lijia Lin – Instructional Science: An International Journal of the Learning Sciences, 2025
The purpose of the study was to investigate (a) whether the effects of hand tracing and whole-body tracing reported in the literature could be extended to adults, and (b) the relative superiority of whole-body tracing over hand tracing. Two experiments were conducted to investigate the potential effects of these two kinesthetic approaches on…
Descriptors: Freehand Drawing, Human Body, Kinesthetic Perception, Adults
Ma, Ning; Qian, Jinglong; Gong, Kaixin; Lu, Yao – Education and Information Technologies, 2023
Computational thinking is an important competence for learners in the twenty-first century. As an effective approach for cultivating competence in computational thinking, programming education has been extended from college to elementary school teaching. However, it is challenging to engage beginners in programming in elementary school education.…
Descriptors: Elementary School Students, Programming, Computer Science Education, Novices
Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning
Shelby Lynn Smith – ProQuest LLC, 2023
The current set of studies examined whether two common appraisals that students make during learning (whether they have control over their learning and whether they place value into learning the material) give rise to common types of thoughts students also experience (mind wandering, personal connections, and freely-moving thought). Study One…
Descriptors: Academic Achievement, Cognitive Processes, College Students, Lecture Method
Wu, Pengfei; Ma, Fengjuan; Yu, Shengquan – Interactive Learning Environments, 2023
A linked data approach provides new opportunities for annotating, interlinking, sharing and enriching massive open online educational resources. However, it can be difficult for non-expert users to build and utilize the educational linked data in educational settings. Thus, flexible and user-friendly ways to represent, interlink, visualize and…
Descriptors: Art Education, Design, Undergraduate Students, Student Motivation
Bian Wu; Xinyu Chang; Yiling Hu – Interactive Learning Environments, 2024
Recent years have seen an increase number of studies on spherical video-based virtual reality (SVVR) in education.However, the impact of SVVR on learning performance remains unclear and cannot be simply generalized from traditional VR-based education. The purpose of this study was to examine the overall effects of SVVR on cognitive and…
Descriptors: Video Technology, Computer Simulation, Cognitive Processes, Outcomes of Education
Branko Andic; Mirjana Maricic; Filiz Mumcu; Theodosia Prodromou; Janika Leoste; Musa Saimon; Zsolt Lavicza – Smart Learning Environments, 2024
Educational Robotics (ER) has emerged as one of the tools to improve STEM learning in primary education if students are properly instructed. However, there is a lack of studies that guide teachers on which type of instruction should be used for ER in STEM between direct (DI) and indirect instruction (II). As a result, the present study aims to…
Descriptors: Direct Instruction, Educational Technology, Robotics, Task Analysis
Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
Placklé, Inge; Könings, Karen D.; Jacquet, Wolfgang; Libotton, Arno; Merriënboer, Jeroen J. G.; Engels, Nadine – European Journal of Education, 2022
Student performance in general subjects such as language and mathematical skills is poor in secondary vocational education. A professional culture of teaching--including recruitment of well qualified teachers, effective teacher collaboration and effective teaching practice--could be the key to success. To what extent is there a professional…
Descriptors: Foreign Countries, Academic Achievement, Vocational Education, Secondary Education
Wu, Wei-Long; Hsu, Yen; Yang, Qi-Fan; Chen, Jiang-Jie; Jong, Morris Siu-Yung – Interactive Learning Environments, 2023
In recent years, several researchers have introduced spherical video-based virtual reality (SVVR) into classroom teaching to help students learn different subjects. In SVVR learning, learners are typically presented with great autonomy over their learning process. Therefore, learners should engage in self-regulated strategy (SRS) learning in order…
Descriptors: Learning Strategies, Video Technology, Computer Simulation, Academic Achievement