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Zheng Liang; Riman Ga; Han Bai; Qingbai Zhao; Guixian Wang; Qing Lai; Shi Chen; Quanlei Yu; Zhijin Zhou – British Journal of Educational Technology, 2025
Video-based learning (VBL) is popular, yet students tend to learn video material passively. Instilling teaching expectancy is a strategy to promote active processing by learners, but it is unclear how effective it will be in improving VBL. This study examined the role of teaching expectancy on VBL by comparing the learning outcomes and…
Descriptors: Eye Movements, Teacher Expectations of Students, Video Technology, Educational Strategies
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Xiaofei Li; Yu-Ju Lan; Zhongling Pi; Grace Yue Qi; Scott Grant; Jinmei Sun – British Journal of Educational Technology, 2025
English academic presentation (EAP) is an indispensable skill set of academic communication for university students. With the rapid development of desktop virtual reality (DVR), its application in language learning is worth exploring. The present study aimed to examine whether there is an improvement and difference in students' EAP by learning…
Descriptors: Video Technology, Behavior Patterns, English for Academic Purposes, Second Language Learning
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Deng, Ruiqi; Benckendorff, Pierre; Gannaway, Deanne – British Journal of Educational Technology, 2020
The purpose of this study is to contribute to a better understanding of the complexity of conceptualising and measuring learner engagement in Massive Open Online Courses (MOOCs). The paper develops and validates a MOOC engagement scale (MES) to measure learner engagement. The initial questionnaire items of the scale were developed by reviewing…
Descriptors: Online Courses, Learner Engagement, Test Construction, Test Validity
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Sun, Geng; Lin, Jiayin; Shen, Jun; Cui, Tingru; Xu, Dongming; Kayastha, Mahesh – British Journal of Educational Technology, 2020
Improving both the quantity and quality of existing data are placed at the center of research for adaptive micro open learning. To cover this research gap, our work targets on the current scarcity of both data and rules that represent open learning activities. An evolutionary rule generator is constructed, which consists of an outer loop and an…
Descriptors: Learning Activities, Data Analysis, Open Education, Computer Software
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Lyn Lim; Maria Bannert; Joep van der Graaf; Yizhou Fan; Mladen Rakovic; Shaveen Singh; Inge Molenaar; Dragan Gaševic – British Journal of Educational Technology, 2024
Scaffolds that support self-regulated learning (SRL) have been found to improve learning outcomes. The effects of scaffolds can differ depending on how learners use them and how specific scaffolds might influence learning processes differently. Personalized scaffolds have been proposed to be more beneficial for learning due to their adaptivity to…
Descriptors: Learning Processes, Scaffolding (Teaching Technique), Comparative Analysis, Undergraduate Students
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Lo-An Liu; Gwo-Jen Hwang – British Journal of Educational Technology, 2024
Learning with digital games has gained considerable popularity. While digital game-based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide…
Descriptors: Metalinguistics, Error Correction, English (Second Language), Second Language Learning
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Rodríguez-Ardura, Inma; Meseguer-Artola, Antoni – British Journal of Educational Technology, 2017
This paper seeks to explain why some individuals sink further into states of flow than others, and what effects flow has in the context of a virtual education environment. Our findings--gathered from both questionnaire and behavioural data--reveal that flow states are elicited by the e-learners' senses of controlling the virtual education…
Descriptors: Attention, Psychological Patterns, Learning Processes, Questionnaires
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Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2017
In this paper, an inquiry-based ubiquitous gaming approach was proposed. The objective of the study was to enhance students' performances in in-field learning activities. To show the advantages of the approach, an experiment was carried out to assess the effects of it on students' learning achievement, motivation, critical thinking, and problem…
Descriptors: Active Learning, Inquiry, Educational Games, Design
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Hou, Huei-Tse – British Journal of Educational Technology, 2013
Many researchers have studied the effects of game-based learning (GBL) (eg, Annetta, Minogu, Holmes & Cheng, 2009; Kiili, 2007). However, empirical process analyses of long-term applications of GBL in a school setting are much less common. A process analysis of GBL in a school setting allows us to better understand the role of games in…
Descriptors: Prior Learning, Gender Differences, Longitudinal Studies, Case Studies