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Christopher C. Y. Yang; Jiun-Yu Wu; Hiroaki Ogata – Education and Information Technologies, 2025
Blended learning (BL) combines traditional classroom activities with online learning resources, enabling students to obtain higher academic performance through well-defined interactive learning strategies. However, lacking the capacity to self-regulate their learning, many students might fail to comprehensively study the learning materials after…
Descriptors: Blended Learning, Educational Technology, Learning Analytics, Self Management
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Arief Ardiansyah; I Nyoman Sudana Degeng; Dedi Kuswandi; Henry Praherdhiono – Turkish Online Journal of Distance Education, 2025
High-order thinking skills are crucial in pursuing competency mastery within Islamic higher education. A viable approach to attain these educational goals is implementing the Peer Instruction strategy. Nevertheless, a comprehensive model for peer instruction in blended learning environments still needs to be developed. This research seeks to…
Descriptors: Blended Learning, Islam, Religious Schools, College Students
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Marianne Mäntyoja; Johanna Hautala – Journal of Geography in Higher Education, 2025
This article addresses the need for empirical research comparing students' experiences of learning in different hybrid spaces in higher education that blend digital spaces, physical spaces and learning interactions. We focus on hybrid spaces formed around Zoom, non-immersive virtual reality (VR), and on-campus with a telepresence robot (TPR)…
Descriptors: Technology Uses in Education, College Students, Blended Learning, In Person Learning
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Ling Zhang – Pedagogical Research, 2024
In the face of the challenges posed by the COVID-19 pandemic, the hybrid teaching model has garnered significant attention for its combination of the depth of traditional education with the convenience of distance learning. Focusing on the domain of computer programming language instruction, this study innovatively designs a hybrid teaching…
Descriptors: COVID-19, Pandemics, Blended Learning, Programming Languages
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Fong Wei Diong; Phaik Kin Cheah; Poh Chua Siah – Malaysian Journal of Learning and Instruction, 2025
Purpose: This study aims to advance the understanding of service-learning within the context of Malaysian higher education, employing multiple qualitative approaches to source information relating to student perspectives whilst critically analysing findings through triangulation. The study explores how service-learning is conceptualized,…
Descriptors: Foreign Countries, Service Learning, College Students, Student Attitudes
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Jonathan Kamkhaji; Erica Melloni; Gaia Taffoni; Cristina Mihaela Vasilescu – Teaching Public Administration, 2025
The P-Cube game aims to help students learn about how decisions are taken in the public sphere. The challenge posed by P-Cube is to translate the complexity of public decisional arenas into synthetic and realistic cases translated into digital games. The P-Cube cases have been used among university courses during the prototype phase; students and…
Descriptors: Public Administration, College Students, Educational Technology, Video Games
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Arwa Ahmed Qasem – Discover Education, 2025
Contemporary education calls for innovative strategies to move away from traditional teacher-centered methods to methods that engage students and enhance learning outcomes. This shift toward student-centered learning is crucial for achieving educational goals and making the next generation more adaptable to the modern era. This paper examines the…
Descriptors: Active Learning, Student Projects, Program Effectiveness, Programming Languages
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Holly L. Ryan; Ryan Hassler – Learning Assistance Review, 2025
This study explores the effectiveness of video demonstrations compared to live classroom visits for promoting writing center services to students in first-year writing courses. Using a randomized cluster experimental design, the researchers implemented either an in-person demonstration, a video demonstration, or no intervention (control). Pre- and…
Descriptors: Laboratories, Writing (Composition), Outreach Programs, Freshman Composition
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M. Hannah Brady; Carol A. Britson – HAPS Educator, 2025
Human Anatomy and Physiology (A&P) courses are a requirement for many students pursuing a healthcare career. These courses tend to have lower success rates than other entry-level courses because students are not adequately prepared for the dedication, self-discipline, and studying required for success. This problem is exacerbated for students…
Descriptors: Anatomy, Physiology, Educational Games, Active Learning
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Lúcia Pombo – Education & Training, 2023
Purpose: This paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Telecommunications
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Ying Liu; Nurfaradilla Mohamad Nasri; Helmi Norman – SAGE Open, 2025
This study explores the effectiveness of a Blended Production-Oriented Approach (BPOA) in improving Self-Directed Learning (SDL) skills among English as a Foreign Language (EFL) learners. A quasi-experimental design with pre- and post-tests revealed significant enhancements in key SDL skills, including planning, strategy use, resource utilization,…
Descriptors: Independent Study, English (Second Language), Second Language Learning, Student Attitudes
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Oya Tamtekin Aydin – Issues in Educational Research, 2025
Between 2020 and 2024, higher education students experienced diverse instructional methods. The COVID-19 pandemic triggered a rapid transition to online education in 2020, which persisted in many regions until 2022. By then, universities largely returned to face-to-face instruction without consulting students' preferences. Although this was…
Descriptors: College Students, COVID-19, Pandemics, Online Courses
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Ross, Robert; Hall, Richard; Ross, Sarah – International Journal of Information and Learning Technology, 2023
Purpose: Escape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape rooms are in a table-top format which involves learners decoding clues together around a table. In the age of a global pandemic [coronavirus disease 2019…
Descriptors: Game Based Learning, Computer Simulation, COVID-19, Pandemics
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Jessica P. Hodge; Bernard Brady; Teri Mueller Dorn – Journal of Higher Education Outreach and Engagement, 2025
This study employs a critical service-learning framework to examine how participation in a university-led service-learning initiative influences students' understanding of homelessness and housing justice. Utilizing a mixed-methods approach--including focus group discussions and analysis of students' written critical reflections--the research…
Descriptors: College Students, Service Learning, Homeless People, Housing
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Alison Page; Jennifer Blue – Journal of College Science Teaching, 2024
A study was done at a mid-sized public university in the Midwest of the United States. At this university, there are three large classes taught in Student-Centered Active Learning Environment with Upside-down Pedagogies (SCALE-UP) classrooms: algebra-based introductory physics, calculus-based introductory physics, and introductory statistics.…
Descriptors: STEM Education, Student Centered Learning, Peer Relationship, College Students
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