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Karinna A. Rodriguez; Yvonne K. Ralph; Isabela M. de la Rosa; Oriana P. Pinto Corro; Claudia D. Rey Ochoa; Shannon M. Pruden – Infant and Child Development, 2025
Relying on self-report to understand how children solve cognitive tasks has limitations, particularly with young children. Recent advances in eye-tracking technology allow researchers to leverage this tool to measure young children's strategies for solving cognitive tasks. The current study focuses on young children's mental rotation ability given…
Descriptors: Young Children, Eye Movements, Technology Uses in Education, Problem Solving
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Qing Yu; Kun Yu; Baomin Li – Education and Information Technologies, 2024
As gamification is introduced into education, researchers believe it has the potential to improve online learning. However, the effects of gamified online learning (GOL) are mixed. Is it more effective than online learning? Given that no meta-analysis analyzes the effectiveness of GOL. This meta-analysis explores the effects of GOL on students'…
Descriptors: Gamification, Electronic Learning, Educational Improvement, Instructional Effectiveness
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Kyle R. Vareberg; Carrie Anne Platt – Interactive Learning Environments, 2024
Previous research links personalized learning with gains in student motivation and learning outcomes. Understanding the methods and processes students use when they engage in informal learning can help instructors facilitate personalized learning more effectively and efficiently. Toward that end, our study develops a theoretical framework for…
Descriptors: Technology Uses in Education, Video Technology, Independent Study, Academic Achievement
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Crystal Neumann – Online Journal of Distance Learning Administration, 2025
In today's dynamic and high-tech learning environment, offering flexible and innovative assignment options is crucial for engaging students across varied learning preferences and backgrounds. Alternative formats, such as gamification and storyboards, can boost engagement, spark creativity, and enhance learning outcomes in college classrooms. By…
Descriptors: Gamification, College Students, Learner Engagement, Student Motivation
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Keller, Thomas; Curcio, Rosalia; Brucker-Kley, Elke – International Association for Development of the Information Society, 2022
A virtual reality learning unit for the functioning of a router is used to show how students at bachelor level can be provided with another teaching tool in the future, whereby the didactic approach of a change of perspective makes optimal use of the advantages of virtual reality and should enable a more profound understanding. Further studies are…
Descriptors: Computer Simulation, Teaching Methods, Learning Strategies, Academic Achievement
Prashant Malviya – ProQuest LLC, 2022
Social media learning platforms (SMLP) offer nursing contents that notably transform undergraduate nursing students' learning experiences. Beyond classroom instructions, undergraduate nursing students constantly seek up-to-date knowledge to stay current on their subject matters. In that context, SMLP provides nursing content undergraduate nursing…
Descriptors: Nursing Students, Social Media, Undergraduate Students, Student Attitudes
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Nuankaew, Wongpanya Sararat; Nuankaew, Pratya – International Journal of Educational Methodology, 2023
The influence of COVID-19 has caused a sudden change in learning patterns. Therefore, this research studied the learning achievement modified by online learning patterns affected by COVID-19 at Rajabhat Maha Sarakham University. This research has three objectives. The first objective is to study the cluster of learning outcomes affected by…
Descriptors: Outcomes of Education, COVID-19, Pandemics, Learning Strategies
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Isabella Sauchelli; Georgina Heath; Amanda Richardson; Sally Lewis; Lisa-Angelique Lim – Student Success, 2024
Self-regulated learning (SRL) is associated with university student academic success outcomes, however students often need support to develop these skills. Technology-mediated feedback is one strategy that may aid educators in supporting students' SRL development. This study aims to explore whether a technology-mediated feedback strategy targeting…
Descriptors: Foreign Countries, Learning Strategies, Questionnaires, Self Management
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Abdalla A. Shaame; Tabu S. Kondo – International Journal of Education and Development using Information and Communication Technology, 2024
The massive investment by Higher Learning Institutions (HLIs) in ICT is evidence that institutions are recognizing technology's potential in their operations. However, the phenomenon of Massive Open Online Courses (MOOCs) in Tanzanian HLIs is not well investigated by researchers. The aim of this study, therefore, is to investigate the perception…
Descriptors: Foreign Countries, MOOCs, Student Attitudes, Undergraduate Students
Alma M. Sanchez – ProQuest LLC, 2024
This qualitative study examined the impact of high school instructional technology on college students' academic strategies. It examined the historical and modern advancements of technology in education, uncovering significant milestones in technology integration within classrooms in the United States. Using a narrative inquiry approach grounded…
Descriptors: Research Universities, Technology Uses in Education, Educational Technology, Technology Integration
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Areej ElSayary, Editor – IGI Global, 2025
By creating specific prompts, educators can harness the power of AI models to generate tailored content, provide instant feedback, and simulate real-world scenarios for deeper learning engagement. Whether it's creating personalized lesson plans, generating creative writing prompts, or assisting with problem-solving exercises, generative AI creates…
Descriptors: Prompting, Engineering, Artificial Intelligence, Technology Uses in Education
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Ghadeer Sawalha; Imran Taj; Abdulhadi Shoufan – Cogent Education, 2024
Large language models present new opportunities for teaching and learning. The response accuracy of these models, however, is believed to depend on the prompt quality which can be a challenge for students. In this study, we aimed to explore how undergraduate students use ChatGPT for problem-solving, what prompting strategies they develop, the link…
Descriptors: Cues, Artificial Intelligence, Natural Language Processing, Technology Uses in Education
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Margaretha, Meily; Sherlywati; Monalisa, Yani; Mariana, Ana; Junita, Imelda; Martalena; Iskandar, Dini; Nur – European Journal of Educational Research, 2021
Students are aware of the use of technology in the learning process, and they are generally referred to as digital natives. However, there are challenges associated with the availability of internet access as a learning process to both university students and teachers inside and outside the classroom. One of such challenges is students' ability to…
Descriptors: Student Behavior, Academic Achievement, Foreign Countries, Technology Uses in Education
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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
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Chi-Jen Lin; Husni Mubarok; Rakha Ramadhana A.B.; Samuel Gasperius; Chia-Ying Liu; Salisa Sawettanun; Kantapat Meesomyut; Ling-Rong Zheng – Interactive Learning Environments, 2024
This systematic review aimed to investigate the role of technology as a solution in Speech-Language Pathology (SLP). A total of 49 articles published between 2004 and 2023 were examined to gather information on general aspects, methodology, technology implementation, learning outcomes, and limitations and solutions related to technology-enhanced…
Descriptors: Educational Trends, Technology Uses in Education, Learning Strategies, Speech Language Pathology
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