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Patiño, Azeneth; Ramírez-Montoya, María Soledad; Buenestado-Fernández, Mariana – Smart Learning Environments, 2023
This article focuses on empirically analyzing the final products designed by 147 academics from 11 countries who participated in an international open education movement workshop by answering the research questions "What are the techno-pedagogical components of the products designed by the participants to encourage the open educational…
Descriptors: Active Learning, Thinking Skills, Training, Case Studies
Lu, Zhuotao; Chiu, Ming M.; Cui, Yunhuo; Mao, Weijie; Lei, Hao – Journal of Educational Computing Research, 2023
This meta-analysis determined game-based learning's (GBL) overall effect on students' computational thinking (CT) and tested for moderators, using 28 effect sizes from 24 studies of 2,134 participants. The random effects model results showed that GBL had a significant positive overall effect on students' CT (g = 0.677, 95% confidence interval…
Descriptors: Game Based Learning, Computation, Thinking Skills, Meta Analysis
Orji, Fidelia A.; Vassileva, Julita; Greer, Jim – International Journal of Artificial Intelligence in Education, 2021
Persuasive Technologies (PT) are computational methods, strategies, and design techniques, grounded in social psychology to change user attitudes/behaviours. PTs have been applied in diverse areas, such as eCommerce, health, workplace, vehicles, urban and ambient environments. A kind of PT that has become popular in eLearning is known under the…
Descriptors: Intervention, Program Effectiveness, Learner Engagement, Class Size
Qian Xu; Jennifer C. Richardson – Online Learning, 2024
Scholars indicated that learners who are strategic with their language learning (e.g., selfregulated learning [SRL], cognitive and meta-cognitive strategies) tend to be more efficient, resourceful, and flexible, and thus have better language learning outcomes (Oxford, 2016; Heo et al., 2012; Plonsky, 2011). Besides focusing on the knowledge,…
Descriptors: Metacognition, Learning Strategies, Outcomes of Education, Vocabulary Development
Kier, Cheryl A. – Journal of Academic Ethics, 2019
This project assesses the ability of a game tutorial, "Goblin Threat" to increase university students' ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and…
Descriptors: Plagiarism, Intervention, Game Based Learning, Online Courses
Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed.; Hui, Wendy, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and poster of the 6th International Conference on Educational Technologies 2019 (ICEduTech 2019), which has been organised by the International Association for Development of the Information Society and co-organised by the Lingnan University, in Hong Kong, February 8-10, 2019. ICEduTech is the scientific…
Descriptors: Educational Technology, Elementary School Students, Reflection, Computer Mediated Communication
Rafferty, Anna N., Ed.; Whitehill, Jacob, Ed.; Romero, Cristobal, Ed.; Cavalli-Sforza, Violetta, Ed. – International Educational Data Mining Society, 2020
The 13th iteration of the International Conference on Educational Data Mining (EDM 2020) was originally arranged to take place in Ifrane, Morocco. Due to the SARS-CoV-2 (coronavirus) epidemic, EDM 2020, as well as most other academic conferences in 2020, had to be changed to a purely online format. To facilitate efficient transmission of…
Descriptors: Educational Improvement, Teaching Methods, Information Retrieval, Data Processing