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Rolf Ploetzner – Interactive Learning Environments, 2024
Interactive videos are frequently employed in education. Although several reviews and syntheses indicate that interactively engaging with videos might benefit learning, up until now no quantitative synthesis of the effectiveness of enhanced interaction features in educational videos has been published. Enhanced interaction features explicitly aim…
Descriptors: Interactive Video, Educational Technology, Active Learning, Instructional Effectiveness
Aaron Butler; Weiling Li; Amy J. Dray – Online Submission, 2024
With growing demand for online courses, it is important to assess the efficacy of quality online virtual instruction. This study investigates the impact of Edmentum's Courseware Algebra I on student achievement using data on 1,205 ninth-grade students from a large urban school district in the Midwest during the 2020-2021 school year. Utilizing a…
Descriptors: Algebra, Mathematics Achievement, Grade 9, Urban Schools
Liquan Chen – Interactive Learning Environments, 2024
Through the sports group teaching of school students, this paper uses the evaluation method to construct the ability evaluation model, collects the changes of language ability, and tests the students' understanding ability, expression ability, action language, and group cooperation. Following the teaching for three months, the average value of the…
Descriptors: Physical Education Teachers, Teaching Methods, Multimedia Instruction, Sustainable Development
Adelabu, Folake Modupe; Marange, Israel Yeukai; Alex, Jogymol – Mathematics Teaching Research Journal, 2022
This paper contains information on a study which investigated the use of GeoGebra software in teaching and learning circle geometry enhancing Grade 11 learners' academic achievement in South Africa. The study employed a quantitative methodological research design that included non-equivalent (pre-test and post-test) quasi-experimental research.…
Descriptors: Grade 11, Geometry, Secondary School Mathematics, Foreign Countries
Achieving the Dream, 2021
Achieving the Dream (ATD) is one of 12 higher education and digital learning organizations that make up the Every Learner Everywhere (Every Learner) Network, whose mission is to help higher education institutions improve and ensure more equitable student outcomes through advances in digital learning, particularly among poverty-impacted, racially…
Descriptors: Courseware, Introductory Courses, College Mathematics, Community Colleges
Faggioni, Thais; Ferreira, Natiele Carla da Silva; Berçot, Filipe Faria; Bisaggio, Rodrigo da Cunha; Alves, Luiz Anastacio – Advances in Physiology Education, 2022
Immunology is a knowledge area of paramount importance in life sciences and health care professional education with diverse applications, as well as for a general public understanding of issues related to vaccination. However, many concepts are complex and difficult to understand based only on conventional classes or static images. The use of…
Descriptors: Foreign Countries, Immunization Programs, Computer Uses in Education, Medical Students
Achieving the Dream, 2021
Achieving the Dream (ATD) is one of 12 higher education and digital learning organizations that make up the Every Learner Everywhere (Every Learner) Network, whose mission is to help higher education institutions improve and ensure more equitable student outcomes through advances in digital learning, particularly among poverty-impacted, racially…
Descriptors: Courseware, Introductory Courses, Community Colleges, Computer Uses in Education
Aldalalah, Osamah Mohamad Ameen Ahmad – International Journal of Instruction, 2022
The purpose of this study was to investigate the effectiveness of using word clouds in brainstorming on developing design thinking skills through the web environment among Taibah University students in Saudi Arabia, and the degree of design thinking skills among students. The lesson of E-learning course was developed in two different modes,…
Descriptors: Design, Brainstorming, Undergraduate Students, Comparative Analysis
Faaizah Shahbodin; Rosziati Ibrahim; Noor Maizura Mohamad Noor; Noraaini Ali; Rohayu Abdul Ghani – International Society for Technology, Education, and Science, 2023
This paper illustrates the integration of the hybrid Problem-Based Learning (PBL) approach in the development of the prototype C[superscript 2]HADAM, a multimedia courseware that is intended for the teaching and learning of the Science subject for form two students in Malaysian secondary schools. The discussion begins with the Constructivist…
Descriptors: Teaching Methods, Problem Based Learning, Science Instruction, Courseware
Saleh, Adeleh Jamshidi; Gilakjani, Abbas Pourhosein – Education and Information Technologies, 2021
Computer-assisted pronunciation teaching (CAPT) software has been developed to improve learners' pronunciation. CAPT software helps learners to study independently, selecting what function to use and how often they utilize it. CAPT systems are regarded as a useful tool for pronunciation training for learners, specifically those who feel…
Descriptors: Instructional Effectiveness, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
Nandhakumar, R.; Govindarajan, K. – Turkish Online Journal of Educational Technology - TOJET, 2020
Education for sustainable development is an emerging concept that encompasses a new vision in physics education that empowers the learner to assume responsibility for creating a sustainable future. Physics education is still struggling to adapt to the personalized approach in learning. Personalized learning thrives in this technology-rich…
Descriptors: Instructional Effectiveness, Science Instruction, Physics, Computer Assisted Instruction
Chang, Chiung-Sui; Chung, Chih-Hung; Chang, Julio Areck – Educational Technology Research and Development, 2020
Gaming is a part of today's society, especially for younger generations. Therefore, game-based approaches are unsurprisingly used for learning achievement. In this study, a game-based learning courseware was implemented using a problem-based strategy. For this purpose, a game known as 'Programmer Adventure Land' was designed and developed. A group…
Descriptors: Problem Based Learning, Game Based Learning, Computer Science Education, Programming
Liu, Chiung-Wen; Ho, Li-An; Chueh, Ting-Yu – Journal of Computer Assisted Learning, 2020
Because the microworld can create a learning environment that allows learners to interact with the real world, the view of the microworld has been widely used in education and training. In this study, the simulated transactional interactive concurrent system (STICS) was used to provide an environment that simulates the stock market trading of the…
Descriptors: Money Management, Instructional Effectiveness, Foreign Countries, Computer Uses in Education
Tzur, Sharon; Katz, Adi; Davidovich, Nitza – European Journal of Educational Research, 2021
This study addresses the effectiveness of learning via educational software. Recent decades have seen the integration of technologies, which are changing teaching and transforming teachers into mediating, facilitating, and guiding figures by means of digital learning methods that serve as a major tool in schools, colleges, and universities. The…
Descriptors: Courseware, Educational Technology, Technology Integration, Instructional Effectiveness
Achieving the Dream, 2021
Achieving the Dream (ATD) is one of 12 higher education and digital learning organizations that make up the Every Learner Everywhere (Every Learner) Network, whose mission is to help higher education institutions improve and ensure more equitable student outcomes through advances in digital learning, particularly among poverty-impacted, racially…
Descriptors: Courseware, Introductory Courses, Community Colleges, Computer Uses in Education