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Showing 1 to 15 of 46 results Save | Export
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Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
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Gang Yang; Xiao-Qian Zheng; Qian Li; Miao Han; Yun-Fang Tu – Interactive Learning Environments, 2024
In Chinese, writing is a basic competency that pupils should possess. But it is still challenging for teachers to improve pupils' writing abilities. Therefore, this study proposes an intelligence-based cognitive diagnostic feedback strategy to improve pupils' writing ability and writing learning quality by analyzing their writing performance,…
Descriptors: Foreign Countries, Elementary School Students, Vocabulary Skills, Comparative Analysis
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Vasa Buraphadeja; Vilasinee Srisarkun – Discover Education, 2024
This study investigates the implementation and impact of mastery learning in a computer science course, particularly during the transition from traditional teaching methods to mastery learning amidst the COVID-19 pandemic. Employing a longitudinal research methodology, the study integrates a multi-faceted data collection approach, including…
Descriptors: Mastery Learning, COVID-19, Pandemics, Teaching Methods
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Koppitsch, Steven E.; Meyer, Jeffrey – Marketing Education Review, 2022
Instructor use of online gamification techniques using platforms such as Kahoot has been increasing in recent years. Prior research has found that the use of gamification can increase student engagement in a class and improve student performance on exams compared to traditional lectures and flipped classes. This paper examines the specific effect…
Descriptors: Learning Processes, Learner Engagement, Educational Games, Tests
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Yoon, Meehyun; Hill, Janette; Kim, Dongho – Journal of Computing in Higher Education, 2021
The flipped classroom model has gained prominence as advances in technology afford increasing opportunities for ubiquitous access to a variety of online resources. Despite the benefit of the flipped classroom model, flipped classrooms are not equally advantageous to all students due to its self-regulated nature. To address the issues in flipped…
Descriptors: Metacognition, Teaching Methods, Flipped Classroom, Learning Strategies
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Donna C. Thomas; Rebecca Sutherland; Natalie Munro; Maja Ibric; Farida Pacey; Alison Purcell; Elizabeth Bourne – International Journal of Language & Communication Disorders, 2025
Background: Telehealth placements in speech and language therapy provide crucial opportunities for both learning and service delivery when clinicians, students and/or clients are separated by factors such as distance or illness. While the use of telehealth placements has increased in recent times, they remain a relatively underexplored phenomenon…
Descriptors: Videoconferencing, Health Services, Speech Language Pathology, Speech Therapy
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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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Jin, Meilan – Early Childhood Education Journal, 2023
This study aimed to investigate the online teaching experiences of preservice teachers during the pandemic. Due to COVID-19, preservice teachers were required to work with children and families remotely to gain practicum experiences. Three preservice teachers' work (family reflection papers, lesson reflection papers, video recordings of teaching,…
Descriptors: Preservice Teachers, Online Courses, Practicums, COVID-19
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Maloney, Suzanne; Axelsen, Megan; Galligan, Linda; Turner, Joanna; Redmond, Petrea; Brown, Alice; Basson, Marita; Lawrence, Jill – Online Learning, 2022
Driven by the increased availability of Learning Management System data, this study explored its value and sought understanding of student behaviour through the information contained in activity level log data. Specifically, this study examined analytics data to understand students' engagement with online videos. Learning analytics data from the…
Descriptors: Learning Analytics, Video Technology, Learning Management Systems, Comparative Analysis
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Jaafar, Nurjanah Mohd; Ng, Lay Shi; Mahmud, Najihah; Thang, Siew Ming; Mihat, Warid – International Journal of Computer-Assisted Language Learning and Teaching, 2022
This study explored the perceptions of students from different types of schools in Malaysia towards their online learning engagement during COVID-19's movement control order using Fredricks et al.'s framework of behavioural, cognitive, and emotional engagement. In addition to these variables, external support provided to the students was also…
Descriptors: Learner Engagement, Online Courses, Secondary School Students, Foreign Countries
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Yue Liu; Yuxuan Lu; Shixiu Ren; Danhui Zhang – Research in Science Education, 2024
Web-based inquiry learning provides opportunities for students to take responsibility to regulate their learning. However, due to a lack of science inquiry-specific self-regulated learning (SRL) frameworks, there is insufficient understanding of SRL processes in inquiry-based science learning. This study aims to explore students' SRL patterns by…
Descriptors: Metacognition, Learning Strategies, Science Instruction, Scientific Research
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Kuepper-Tetzel, Carolina E.; Gardner, Paul L. – Psychology Learning and Teaching, 2021
Although feedback engagement is important for learning, students often do not engage with provided feedback to inform future assignments. One factor for low feedback uptake is the easy access to grades. Thus, systematically delaying the grade release in favor of providing feedback first--"temporary mark withholding"--may increase…
Descriptors: Feedback (Response), Learning Processes, Grades (Scholastic), Educational Strategies
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Fanfarelli, Joey R. – British Journal of Educational Technology, 2020
The literature reflects a shortage of empirical research on educational game design. This paper presents the results from a randomized controlled study on the impact of narrative and digital badging on learning and engagement in an educational game that teaches basic brain structure and function to undergraduate psychology students. Participants…
Descriptors: Educational Games, Fantasy, Learner Engagement, Comparative Analysis
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Awofeso, Niyi; Rabih, Zahour Al Haj – Open Learning, 2022
One of the core challenges in self-paced online teaching and learning is a decline in learner engagement -- the amount, type, and intensity of investments that students make in relation to accessing, reading and learning from materials posted by facilitators during self-paced learning sessions. At Hamdan Bin Mohammed Smart University (HBMSU),…
Descriptors: Independent Study, Online Courses, Teaching Methods, Learning Processes
Shaghayegh Fateh – ProQuest LLC, 2022
Having discussions and working together in groups with other learners is the indicator of the collaboration aspect of engagement. Collaborative engagement can be fostered through active learning approaches, since they provide more opportunities for interaction among learners. In Process Oriented Guided Inquiry Learning (POGIL) classrooms, small…
Descriptors: Physics, Science Instruction, Introductory Courses, English Language Learners
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