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Showing 1 to 15 of 25 results Save | Export
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Halil Yilmaz – Anatomical Sciences Education, 2025
The aim of this study was to investigate the effects of narrative anatomy education and traditional anatomy education on academic achievement. The study included 64 students who were randomly divided into two groups. The two groups were (n = 32) control (Group 1) and (n = 32) experimental (Group 2). The pretest scores of the two groups were 36.40…
Descriptors: Anatomy, Science Instruction, Undergraduate Students, Teaching Methods
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Kenzhegul Shalgimbekova; Tatyana Smagliy; Rosa Kalimzhanova; Zhansaya Suleimenova – Cogent Education, 2024
The research aims to investigate the influence of integrating innovative teaching technologies on the effectiveness of the educational process and student motivation. This article employed a quantitative research design utilizing a questionnaire. The total number of participants in the study was 150 students. Participants were divided into…
Descriptors: Educational Technology, Educational Innovation, Student Motivation, Learning Processes
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Gao, Hui – Technology, Knowledge and Learning, 2021
With the development of science and technology, great changes have taken place in the way of education. To study the influence of network classroom environment on the learning ability of university students, one hundred and fifty students from the same major were taken as the experimental subjects, and they learned in the traditional classroom…
Descriptors: College Students, Classroom Environment, Conventional Instruction, Virtual Classrooms
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Hadiyanto, Hadiyanto; Failasofah, Failasofah; Armiwati, Armiwati; Abrar, Mukhlash; Thabran, Yulhenli – Journal of University Teaching and Learning Practice, 2021
The application of blended learning in higher education has practically increased through the years, this is however aimed to develop the students rare 21st century skills. Furthermore, the present study investigates the differences in learning process across one semester, and the research design comprised of quasi experimental method without…
Descriptors: 21st Century Skills, Soft Skills, Skill Development, Conventional Instruction
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Khalid, Mubashra; Bashir, Sadia; Amin, Hina – Bulletin of Education and Research, 2020
The study aimed to highlight the relationship between self-directed learning and academic achievement and the comparison of self-directed leaning via online and conventional university learning. A self-developed survey was used to collect data from online distance and conventional leaners. All the students of the Faculty of Education of one online…
Descriptors: Correlation, Independent Study, Academic Achievement, Comparative Analysis
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Castañeda, Maira Alejandra; Guerra, Ananda Maye; Ferro, Roberto – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to show that the use of technological tools such as augmented reality (AR) and its integration in the education system through gamification offers better learning results when compared with traditional education. Design/methodology/approach: Through the implementation of the Leap Motion Controller in English classes of the…
Descriptors: Foreign Countries, Games, Technology Integration, Computer Simulation
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Kinash, Shelley; Knight, Diana; McLean, Matthew – Educational Technology & Society, 2015
University lectures are increasingly recorded or reproduced and made available to students online. This paper aggregates and critically reviews the associated literature, thematically organised in response to four questions. In response to the first question--does student attendance decrease when online content is made available--research…
Descriptors: Online Courses, Learning Processes, Teaching Methods, Constructivism (Learning)
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Alt, Dorit – Learning Environments Research, 2015
Self-efficacy for learning, which refers to students' beliefs in their capabilities to regulate their own learning, could determine students' motivation and academic achievement and, therefore, is significant in the learning process. This study examined how educational efforts based on constructivist theory were associated with the…
Descriptors: Higher Education, Self Efficacy, Constructivism (Learning), Educational Environment
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
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Olson, Kirsten – Educational Horizons, 2012
Learners who have struggled along the way can provide many lessons for everyone and for schools that are supposed to help all students learn. Based on interviews with hundreds of "great learners," the author identifies seven characteristics that describe what sets great learners apart from other learners. These are: (1) Great learners see learning…
Descriptors: Learning Processes, Learning Problems, Barriers, Conventional Instruction
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Evans, Heather K.; Cordova, Victoria – Journal of Political Science Education, 2015
In a recent study regarding online lecture videos, Evans (2014) shows that lecture videos are not superior to still slides. Using two Introduction to American Government courses, taught in a 4-week summer session, she shows that students in a non-video course had higher satisfaction with the course and instructor and performed better on exams than…
Descriptors: Lecture Method, Video Technology, Online Courses, Electronic Learning
Zhou, Qiaoying – ProQuest LLC, 2012
Academic achievement and student participation in physics are lower than desired. Research has shown that there is a shortage of college students entering science and technology fields such as physics. E-learning may provide the technology-oriented Net Generation learner an option for taking courses such as physics in a course modality with which…
Descriptors: Academic Achievement, Physics, Academic Aptitude, Student Participation
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Yilmaz, M. Betul; Orhan, Feza – Turkish Online Journal of Educational Technology - TOJET, 2010
Blended learning environment (BLE) is increasingly used in the world, especially in university degrees and it is based on integrating web-based learning and face-to-face (FTF) learning environments. Besides integrating different learning environments, BLE also addresses to students with different learning approaches. The "learning…
Descriptors: Academic Achievement, Program Effectiveness, English Teachers, Educational Environment
Schumacher, Julie Raeder – ProQuest LLC, 2009
A journal club is defined as a group of individuals who meet regularly to discuss current trends in literature and have been advocated to bridge the gap of research and practice. With the popularity of the Internet, there are a variety of tools available for online learning through journal clubs including asynchronous discussions, which the…
Descriptors: Learning Strategies, Learning Processes, Communities of Practice, Clubs
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