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Geng, Xuewang; Yamada, Masanori – Journal of Computer Assisted Learning, 2023
Background: Augmented reality has been widely applied in various fields, and its benefits in language learning have been increasingly recognized. However, the investigation of effective learning behaviours and processes in augmented reality learning environments, taking into account temporality and analysis of differences in learning behaviours…
Descriptors: Learning Analytics, Second Language Learning, Second Language Instruction, Learning Processes
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
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
Lei, Daisy; Liu, Yushuang; van Hell, Janet G. – Language Learning, 2022
We examined the impact of images on novel word learning and consolidation, in a conceptual replication of Liu and Van Hell (2020). After participants had learned one set of novel words with definitions and images on Day 1 (remote words) and a different set on Day 2 (recent words), they judged the semantic relatedness of word pairs on Days 2 and 8…
Descriptors: Vocabulary Development, Definitions, Learning Processes, Semantics
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
Li, Yuhao; Chang, Mengyi; Zhao, Hanxuan; Jiang, Caihong; Xu, Sihua – Journal of Computer Assisted Learning, 2023
Background: Mobile devices facilitate learning activities in a self-paced way. However, the current understanding of learning participation and its consequence are minimal when learners take advantage of opportunities provided by mobile technologies worldwide. Aims: The primary purpose of this study is to examine the effectiveness of environmental…
Descriptors: Anxiety, Computer Software, Computer Assisted Instruction, Learning Processes
Gonzalez-Artetxe, Asier; Pino-Ortega, José; Rico-González, Markel; Los Arcos, Asier – Physical Education and Sport Pedagogy, 2022
Background and purpose: Historically, sports training methodology, including soccer coaching, has been influenced by the pedagogic tend dominant in each epoch. Of late, the literature has espoused the idea that human learning is individual, nonlinear, and complex. Nonlinear Pedagogy (NLP) takes into account such nonlinearity and complex phenomena…
Descriptors: Team Sports, Athletic Coaches, Youth, Teaching Methods
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Jennie K. Grammer; Keye Xu; Agatha Lenartowicz – npj Science of Learning, 2021
Activities that are effective in supporting attention have the potential to increase opportunities for student learning. However, little is known about the impact of instructional contexts on student attention, in part due to limitations in our ability to measure attention in the classroom, typically based on behavioral observation and…
Descriptors: Correlation, Classroom Environment, Attention Control, Diagnostic Tests
Jennifer Hu – ProQuest LLC, 2023
Language is one of the hallmarks of intelligence, demanding explanation in a theory of human cognition. However, language presents unique practical challenges for quantitative empirical research, making many linguistic theories difficult to test at naturalistic scales. Artificial neural network language models (LMs) provide a new tool for studying…
Descriptors: Linguistic Theory, Computational Linguistics, Models, Language Research
Schweder, Sabine – International Journal of School & Educational Psychology, 2019
It is well known that self-efficacy positively affects students' learning behavior. However, less is known about this association in self-directed learning, which additionally promotes student's control strategies. To close this gap, this study tested whether control strategies mediate the association between self-efficacy and effort investment,…
Descriptors: Self Efficacy, Independent Study, Secondary School Students, Metacognition
Trannoy, Severine; Chowdhury, Budhaditya; Kravitz, Edward A. – Learning & Memory, 2015
In "Drosophila," prior fighting experience influences the outcome of later contests: losing a fight increases the probability of losing second contests, thereby revealing "loser" effects that involve learning and memory. In these experiments, to generate and quantify the behavioral changes observed as consequences of losing…
Descriptors: Aggression, Entomology, Memory, Learning Processes
Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
Novak, Magdalena; Phelan, Siëlle; Lewalter, Doris; Schwan, Stephan – International Journal of Science Education, 2020
Previous research from in and outside museums suggests that the haptic exploration of surfaces and objects have various educational benefits and can positively influence the museum visit experience. However, there is still a need for more research on the potential effects of object handling on museum learning, especially in science museums. The…
Descriptors: Science Education, Museums, Learning Processes, Photography
Liu, Zhi; Cheng, Hercy N. H.; Liu, Sanya; Sun, Jianwen – International Journal of Information and Communication Technology Education, 2017
Due to high retention rates, small private online course (SPOC) has become increasingly popular among universities. However, existing analyses of learning behavioral patterns in SPOC remain extremely lacking. This present study conducts an empirical analysis on the behavioral patterns of 12,517 undergraduates engaging in a college's SPOC platform,…
Descriptors: Behavior Patterns, Online Courses, Undergraduate Students, Learning Processes
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