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Preethi Premkumar; Tony Churchill; Rachael Elward; Arezoo Alford – Psychology Teaching Review, 2024
Student-Centred Active Learning Environment with Upside-down Pedagogies (SCALE-UP) is a set of collaborative learning techniques that are shown to reduce the continuation and awarding gaps between students of Black, Asian and other Minority Ethnicities (BAME) and White students when SCALE-UP is implemented throughout every module in an…
Descriptors: Student Centered Learning, Active Learning, Psychology, Cooperative Learning
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Wang, Jingyun; Shimada, Atsushi; Oi, Misato; Ogata, Hiroaki; Tabata, Yoshiyuki – Interactive Learning Environments, 2023
This study presents an ontology-based visualization support system for e-book learners which promotes both meaningful receptive learning and meaningful discovery learning. To examine the system effectiveness, two learning modes are used: (a) reception comparison mode, where at the outset learners are shown complete versions of expert-generated…
Descriptors: Visualization, Electronic Publishing, Books, Electronic Learning
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Gomathy Ramaswami; Teo Susnjak; Anuradha Mathrani – Journal of Learning Analytics, 2023
Learning Analytics Dashboards (LADs) are gaining popularity as a platform for providing students with insights into their learning behaviour patterns in online environments. Existing LAD studies are mainly centred on displaying students' online behaviours with simplistic descriptive insights. Only a few studies have integrated predictive…
Descriptors: Learner Engagement, Learning Analytics, Electronic Learning, Student Behavior
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Thiyaporn Kantathanawat; Anyamanee Ussarn; Mai Charoentham; Paitoon Pimdee – Educational Process: International Journal, 2025
Background/purpose: The increasing integration of digital technology in education underscores the need for instructional models that support personalized, skill-based, and problem-solving focused learning. While traditional pedagogies often fail to address these needs comprehensively, this study proposes that the Mastery Adaptive Problem-Solving…
Descriptors: Educational Technology, Technology Uses in Education, Problem Solving, Mastery Learning
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Nesterowicz, Krzysztof; Bayramova, Ulkar; Fereshtehnejad, Seyed-Mohammad; Scarlat, Ana; Ash, Anthony; Augustyn, Anna Maria; Szádeczky, Tamás – International Journal of Information and Communication Technology Education, 2022
Massive open online courses (MOOCs) aim at unlimited participation and open access via the web. There are concerns about the actual value of such courses. This is predominantly due to higher dropout rates. According to studies, only 7-13% go on to complete these courses. The high dropout rate in MOOCs is a challenge for education providers. This…
Descriptors: Game Based Learning, Online Courses, Dropout Rate, Dropout Prevention
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Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
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Higuera-Martinez, Oscar I.; Fernandez-Samaca, Liliana; Alvarado-Fajardo, Andrea C. – IEEE Transactions on Education, 2023
Contribution: This research presents a project-based learning (PBL) approach for fostering creativity in first-year students with differential characteristics in the course execution. The first course considered remote teaching during a pandemic period; the second one used 50% of the weeks with remote teaching and the rest with face-to-face…
Descriptors: College Freshmen, Active Learning, Student Projects, Creativity
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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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Susan Crandall Hart; James C. DiPerna; Pui-Wa Lei; Hui Zhao; Tianying Sun; Xinyue Li; Kyle Husmann – AERA Open, 2024
Although proponents suggest that universal social-emotional learning (SEL) programs promote academic achievement, few studies have directly tested these outcomes under routine conditions in schools. Forty first-grade classrooms participated in an effectiveness trial in which schools (N = 13) were randomly assigned to implementation of a universal…
Descriptors: Social Emotional Learning, Academic Achievement, Grade 1, Elementary School Students
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Qiao, Shen; Yeung, Susanna Siu-sze; Zainuddin, Zamzami; Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2023
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low-threshold gamification methods that can be easily adopted in classrooms. One such method is non-digital gamification using physical game design elements.…
Descriptors: Gamification, Academic Achievement, Cognitive Processes, Learner Engagement
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Thongma, Piya – Shanlax International Journal of Education, 2023
This research aimed: (1) to compare literature learning achievement on the topic of Rachathirat for Saming Pha Ram Arsa by Matthayomsuksa 1 students using the KWL Plus technique with cooperative learning, before and after learning; and (2) to study the level of satisfaction with the literature learning activities on the topic of Rachathirat for…
Descriptors: Foreign Countries, Cooperative Learning, Literature, Academic Achievement
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Tao Wang – Education and Information Technologies, 2024
Peer tutoring is beneficial as a method of education because it allows students with different learning styles to work together in comfortable settings to complete academic assignments that will improve their grades. Peer tutoring gives students of all skill levels the chance to collaborate, democratically, and amicably work on academic…
Descriptors: Peer Teaching, Tutoring, Program Effectiveness, Academic Achievement
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Min Young Doo; Yeonjeong Park – Journal of Computer Assisted Learning, 2024
Background: Despite the many advantages of flipped learning, it is challenging for educators to ensure that students complete the pre-class learning assignments before the in-class session. Objectives: Using a learning analytics approach, this study analysed students' pre-class video-watching behaviour in flipped learning with a focus on learners'…
Descriptors: Flipped Classroom, Video Technology, Student Behavior, Learning Strategies
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Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness
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Kristin Stavermann – Technology, Knowledge and Learning, 2025
This study presents findings on the effectiveness and perception of teacher professional development in online-only and blended learning (BL) formats. The analysis of a total of 115 studies from the research field of online teacher professional development (OTPD) showed that digitized training predominantly led to positive effects on teachers'…
Descriptors: Online Courses, Faculty Development, Program Evaluation, Program Effectiveness
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