NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
Assessments and Surveys
California Critical Thinking…1
What Works Clearinghouse Rating
Showing 1 to 15 of 17 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
Peer reviewed Peer reviewed
Direct linkDirect link
Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Rustam Shadiev; Suping Yi; Fahriye Altinay – Interactive Learning Environments, 2024
The present study employed virtual reality technology to develop online learning environments that facilitated student cultural and self-directed learning. Junior high school participants engaged in creating virtual tours, sharing them with peers online, and implementing self-directed learning strategies. A one-group posttest-only design was…
Descriptors: Independent Study, Computer Simulation, Tourism, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Lee, Eshani N.; Nealy, Schetema; Cruz, Laura – Chemistry Education Research and Practice, 2023
The unforeseen shift to virtual learning during the COVID-19 pandemic required instructors and students to face unprecedented learning challenges. Under these circumstances, Chinese international students who intended to come to the U.S. to begin their studies were required to remotely access their courses while still residing in China, which…
Descriptors: Foreign Students, Asians, Computer Simulation, Laboratory Experiments
Peer reviewed Peer reviewed
Direct linkDirect link
Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
Naoko Taguchi – CALICO Journal, 2021
This exploratory study investigated the usability of immersive virtual reality (VR) as a way of creating a role-play task to examine pragmatic competence, specifically the ability to produce the speech act of request. The study created a closed role-play task in two versions. One was a standard computer-based version in which participants read a…
Descriptors: Pragmatics, Computer Simulation, Role Playing, Task Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Guo, Shibao; Lei, Ling – Adult Education Quarterly: A Journal of Research and Theory, 2020
Transnational mobility characterized by multiple and circular movement of people and their simultaneous interconnections across transnational borders pose challenges to the conception of a closed boundary of community of practice (CoP). This study aims to explore the changing dynamics of CoP in transnational space by examining experiences of…
Descriptors: Communities of Practice, Faculty Mobility, College Faculty, Professional Identity
Peer reviewed Peer reviewed
Direct linkDirect link
Kaiser, Johanna; Südkamp, Anna; Möller, Jens – Journal of Educational Psychology, 2017
Teachers' judgments of students' academic achievement are not only affected by the achievement themselves but also by several other characteristics such as ethnicity, gender, and minority status. In real-life classrooms, achievement and further characteristics are often confounded. We disentangled achievement, ethnicity and minority status and…
Descriptors: Minority Group Students, Ethnic Groups, Gender Differences, Academic Achievement
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Watanabe, Masahito – Research-publishing.net, 2020
Since 2000, I have been coordinating a web-based Virtual Exchange (VE) project, "Project Ibunka." "Ibunka" means different cultures in Japanese. It aims to provide opportunities for authentic interaction among English as a Foreign Language (EFL) and English as a Second Language (ESL) learners all over the world. By the end of…
Descriptors: Exchange Programs, Program Descriptions, Computer Simulation, Second Language Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Preshous, Andrew; Ostyn, An; Keng, Nicole – Research-publishing.net, 2018
The Intercultural Product Pitch OIL (Online International Learning) Project set out to broaden the international experience for a small cohort of undergraduate students by enabling them to collaborate on a series of activities that would raise intercultural awareness and improve key communication skills. The project involved collaboration between…
Descriptors: Undergraduate Students, International Trade, Marketing, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Franciosi, Stephan J. – Educational Technology & Society, 2017
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
Descriptors: Computer Games, Writing (Composition), Second Language Learning, Second Language Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Tan, Meng; Hew, Khe Foon – Australasian Journal of Educational Technology, 2016
In this study, we investigated how the use of meaningful gamification affects student learning, engagement, and affective outcomes in a short, 3-day blended learning research methods class using a combination of experimental and qualitative research methods. Twenty-two postgraduates were randomly split into two groups taught by the same…
Descriptors: Blended Learning, Teaching Methods, Experimental Groups, Control Groups
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Du, XiangYun; Emmersen, Jeppe; Toft, Egon; Sun, Baozhi – Journal of Problem Based Learning in Higher Education, 2013
The purpose of this study was to explore the relationship of problem-based learning (PBL) and the development of critical thinking disposition (CT) and academic achievement in Chinese medical students using a cross-sectional randomized design. Medical students from China Medical University (CMU) were randomized to PBL or non-PBL teaching at the…
Descriptors: Problem Based Learning, Medical Students, Asians, Medical Education
Peer reviewed Peer reviewed
Direct linkDirect link
Lan, Yu-Ju – Language Learning & Technology, 2014
The aim of this study was to determine the effectiveness of Second Life (SL) for improving the oral output of overseas Chinese students learning Mandarin Chinese (hereafter referred to as Mandarin). More than 1000 overseas Chinese students attend a university in northern Taiwan every year to learn Mandarin as a heritage language after graduating…
Descriptors: Mandarin Chinese, Oral Language, Instructional Effectiveness, Foreign Countries
Matsui, Hisae – ProQuest LLC, 2014
The purpose of this study is to examine participant's perception of the usefulness of the visual elements in 3D Virtual Learning Environments, which represent co-presence, in developing interpersonal emotional connections with their partners in the initial stage of telecollaboration. To fulfill the purpose, two Japanese students and two American…
Descriptors: Computer Simulation, Asians, North Americans, Statistical Analysis
Previous Page | Next Page »
Pages: 1  |  2