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Aisyah Saad Abdul Rahim; Kee Man Chuah – Electronic Journal of e-Learning, 2024
This research explores the development, execution, and student feedback on a multi-themed digital escape room (ER) activity, designed for teaching medicinal chemistry during the COVID-19 pandemic. It aimed to examine students' perceptions of the ER activity, focusing on its effectiveness in enriching students' understanding of medicinal chemistry…
Descriptors: Foreign Countries, Chemistry, Undergraduate Students, Pharmaceutical Education
Hafeez, Muhammad; Naureen, Shazia; Sultan, Sohaib – Electronic Journal of e-Learning, 2022
In the scenario of COVID-19, the online learning capacity has increased much more than the face to face or traditional learning. Due to the increased capacity of online learning in higher education, the quality of online learning has serious concerns. To achieve the minimum requirements of quality in online learning for sustainable development, it…
Descriptors: Electronic Learning, Quality Assurance, Higher Education, Educational Quality
Recke, Moritz Philip; Perna, Stefano – Electronic Journal of e-Learning, 2021
The University of Naples Federico II (Italy) offers a nine-month formative training program aimed at software development for the Apple technology ecosystem to ~400 learners per year and utilises the Challenge Based Learning ("CBL") methodology as a framework for learning. As a collaborative and self-guided, inquiry-based learning…
Descriptors: Distance Education, Learning Experience, Foreign Countries, Active Learning
Raharjo, Satrio Raffani; Handayani, Putu Wuri; Putra, Panca Oktavia Hadi – Electronic Journal of e-Learning, 2021
E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g.,…
Descriptors: Active Learning, Game Based Learning, Integrated Learning Systems, Electronic Learning
Tshimanika, Kabeya; Chigona, Agnes; Sadeck, Osman – Electronic Journal of e-Learning, 2022
Using a qualitative historical research approach, this paper examines the contextual influences, including the formulation motive and their possible impact on policy implementation, of the South African (SA) e-Education White Paper 7 (WP7). A critical discourse analysis (CDA) was conducted on the policy and data was collected through…
Descriptors: Educational Policy, Policy Formation, Program Implementation, Foreign Countries
Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
Sa'di, Rami A.; Sharadgah, Talha A.; Abdulrazzaq, Ahmad; Yaseen, Maha S. – Electronic Journal of e-Learning, 2022
As the COVID-19 pandemic was spreading rapidly throughout the world, the most widespread reaction in many countries to curtail the disease was lockdown. As a result, educational institutions had to find an alternative to face-to-face learning. The most obvious solution was e-learning. Conventional tertiary institutions with little virtual learning…
Descriptors: COVID-19, Pandemics, Postsecondary Education, Electronic Learning
Purkayastha, Saptarshi; Surapaneni, Asha K.; Maity, Pallavi; Rajapuri, Anushri S.; Gichoya, Judy W. – Electronic Journal of e-Learning, 2019
In the traditional lab setting, it is reasonably straightforward to monitor student learning and provide ongoing feedback. Such formative assessments can help students identify their strengths and weaknesses, and assist faculty to recognize where students are struggling and address problems immediately. But in an online virtual lab setting,…
Descriptors: Formative Evaluation, Inquiry, Active Learning, Virtual Classrooms
Krzyszkowska, Krystyna; Mavrommati, Maria – Electronic Journal of e-Learning, 2020
Education authorities in Norway endorse online courses for in-service teachers to raise education standards and to promote digital competence. Naturally, these offerings present teachers with opportunities to integrate new theoretical perspectives and their professional experience in an online learning community. The inquiry into one's…
Descriptors: Communities of Practice, Electronic Learning, Online Courses, Distance Education
Khan, Arshia; Egbue, Ona; Palkie, Brooke; Madden, Janna – Electronic Journal of e-Learning, 2017
Student engagement is key to successful teaching and learning, irrespective of the content and format of the content delivery mechanism. However, engaging students presents a particular challenge in online learning environments. Unlike face-to-face courses, online courses present a unique challenge as the only social presence between the faculty…
Descriptors: Active Learning, Online Courses, Learner Engagement, Instructional Design
Jakab, Imrich; Ševcík, Michal; Grežo, Henrich – Electronic Journal of e-Learning, 2017
The methods of geospatial data processing are being continually innovated, and universities that are focused on educating experts in Environmental Science should reflect this reality with an elaborate and purpose-built modernization of the education process, education content, as well as learning conditions. Geographic Information Systems (GIS)…
Descriptors: Models, Higher Education, Geographic Information Systems, Environmental Education
Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri – Electronic Journal of e-Learning, 2019
Life-long learning is currently being embraced as a central process that could disrupt traditional educational paths. Apparently, the (ideal) type of learning often promoted is deep and meaningful learning, though it is not always required to be so. Deep learning goes beyond superficial knowledge assimilation of unlinked facts; it aims at…
Descriptors: Blended Learning, Distance Education, Quality Assurance, Educational Quality
Magnussen, Rikke; Hansen, Sidse Damgaard; Planke, Tilo; Sherson, Jacob Friis – Electronic Journal of e-Learning, 2014
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if…
Descriptors: Educational Games, Student Participation, Scientific Research, Active Learning
Chan, Kevin; Cheung, George; Wan, Kelvin; Brown, Ian; Luk, Green – Electronic Journal of e-Learning, 2015
In understanding how active and blended learning approaches with learning technologies engagement in undergraduate education, current research models tend to undermine the effect of learners' variations, particularly regarding their styles and approaches to learning, on intention and use of learning technologies. This study contributes to further…
Descriptors: Active Learning, Technology Integration, Higher Education, Undergraduate Students
Busch, Carsten; Conrad, Florian; Steinicke, Martin – Electronic Journal of e-Learning, 2013
Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin…
Descriptors: Video Games, Educational Games, Creative Activities, Systems Approach
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