Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Authentic Learning | 5 |
College Students | 5 |
Technology Integration | 5 |
Learner Engagement | 3 |
Cooperative Learning | 2 |
Electronic Learning | 2 |
Foreign Countries | 2 |
Instructional Effectiveness | 2 |
Learning Activities | 2 |
Student Attitudes | 2 |
Student Motivation | 2 |
More ▼ |
Source
International Journal of… | 1 |
International Review of… | 1 |
Journal of Education and… | 1 |
Journal of Education and… | 1 |
ProQuest LLC | 1 |
Author
Alaa Alnajashi | 1 |
Anjelica B. Hart | 1 |
Gallagher, Melissa A. | 1 |
Habib, Emad | 1 |
Huang, Yueh Min | 1 |
José Luis Díaz Palencia | 1 |
Julián Roa González | 1 |
Merck, Madeline F. | 1 |
Shadiev, Rustam | 1 |
Tarboton, David | 1 |
Xueying, Wang | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Dissertations/Theses -… | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 5 |
Postsecondary Education | 5 |
Audience
Location
China | 1 |
Saudi Arabia | 1 |
Uzbekistan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Alaa Alnajashi – Journal of Education and Learning, 2024
The current demand for integrating technology into English language instruction to engage students in meaningful conversations is pressing in the digital era. Despite this, research on employing Google tools for collaborative, task-based activities in English education is scarce, particularly in meeting the needs of today's digital learners and…
Descriptors: Foreign Countries, College Students, English Instruction, Student Motivation
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
Yanko Ordóñez Ontiveros; Julián Roa González; José Luis Díaz Palencia – Journal of Education and Learning (EduLearn), 2025
This discussion explored the integration of creative thinking pedagogy and the anthropological theory of didactics in university-level algebra education, emphasizing the importance of understanding the perspectives of both learners and teachers. The work began by highlighting the necessity of considering these viewpoints to create effective and…
Descriptors: College Faculty, College Students, Mathematics Activities, Mathematics Curriculum
Merck, Madeline F.; Gallagher, Melissa A.; Habib, Emad; Tarboton, David – International Journal of Research in Undergraduate Mathematics Education, 2021
Engineering students need to spend time engaging in mathematical modeling tasks to reinforce their learning of mathematics through its application to authentic problems and real world design situations. Technological tools and resources can support this kind of learning engagement. We produced an online module that develops students' mathematical…
Descriptors: Engineering Education, Mathematical Models, Mathematics Skills, Skill Development
Shadiev, Rustam; Xueying, Wang; Huang, Yueh Min – International Review of Research in Open and Distributed Learning, 2020
Virtual reality (VR) technology makes it possible to create an authentic virtual environment that benefits immersive learning. We designed an intercultural learning activity and applied VR technology to support it. Then, we investigated students' perceptions of the learning activity, VR technology, and intercultural competence (IC) development…
Descriptors: Computer Simulation, Learning Activities, Technology Integration, Foreign Countries