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de Palo, Valeria; Limone, Pierpaolo; Monacis, Lucia; Ceglie, Flavio; Sinatra, Maria – Australian Journal of Adult Learning, 2018
This study assesses the efficacy of e-learning content that has been adapted to cognitive styles in a sample of older adults. Since the personalisation of learning content has been generally associated with learning processes, it was hypothesised that intrinsic motivation, metacognition and self-regulated learning and learning strategies would…
Descriptors: Older Adults, Hypothesis Testing, Learning Motivation, Metacognition
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Kim, Hye Jeong; Park, Ji Hyeon; Yoo, Sungae; Kim, Hyeoncheol – Educational Technology & Society, 2016
This article aims to examine the effects of an instructional model that leverages innovative technologies in the classroom to cultivate collaboration that improves students' comprehension, fosters their creativity, and enables them to better express and communicate their ideas through drawing. This discussion focuses on classroom interaction…
Descriptors: Educational Technology, Creativity, Handheld Devices, Telecommunications
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Alario-Hoyos, Carlos; Estévez-Ayres, Iria; Pérez-Sanagustín, Mar; Delgado Kloos, Carlos; Fernández-Panadero, Carmen – International Review of Research in Open and Distributed Learning, 2017
MOOCs (Massive Open Online Courses) have changed the way in which OER (Open Educational Resources) are bundled by teachers and consumed by learners. MOOCs represent an evolution towards the production and offering of structured quality OER. Many institutions that were initially reluctant to providing OER have, however, joined the MOOC wave.…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
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Costley, Jamie; Lange, Christopher – International Review of Research in Open and Distributed Learning, 2018
Semi-formal learning is used to describe learning that is directed towards the goals of a formal learning institution but outside of the learning structure of a specific class. Students studying online may form semi-formal groups to increase their knowledge of the content by interacting with other learners taking the same class. This study of…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, College Students
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Ibáñez, María-Blanca; Di-Serio, Ángela; Villarán-Molina, Diego; Delgado-Kloos, Carlos – IEEE Transactions on Education, 2015
This paper reports empirical evidence on having students use AR-SaBEr, a simulation tool based on augmented reality (AR), to discover the basic principles of electricity through a series of experiments. AR-SaBEr was enhanced with knowledge-based support and inquiry-based scaffolding mechanisms, which proved useful for discovery learning in…
Descriptors: Simulated Environment, Computer Simulation, Energy, Science Experiments
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Shi, Wei-Zhao; Sun, Jiajun; Xu, Chong; Huan, Weiliang – EURASIA Journal of Mathematics, Science & Technology Education, 2016
In this study, smartphone was used to alter the traditional procedure by involving students in active learning experiences prior to the laboratory meeting. The researcher surveyed students' view on the effect of using smartphone to enhance learning in the general physics laboratory. The use of smartphone was evaluated by having 120 students who…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Active Learning
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van Vliet, E. A.; Winnips, J. C.; Brouwer, N. – CBE - Life Sciences Education, 2015
In flipped-class pedagogy, students prepare themselves at home before lectures, often by watching short video clips of the course contents. The aim of this study was to investigate the effects of flipped classes on motivation and learning strategies in higher education using a controlled, pre- and posttest approach. The same students were followed…
Descriptors: Video Technology, Educational Technology, Homework, Teaching Methods
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Muñoz González, Juan Manuel; Rubio García, Sebastián; Cruz Pichardo, Ivanovna M. – Digital Education Review, 2015
At the present time, the use of video games goes beyond mere amusement or entertainment due to its potential for developing capacities, dexterity and skills. Thus, video games have extended to environments like that of education, serving as didactic resources within dynamics that respond to the interests and necessities of the 21st century…
Descriptors: Video Games, Classroom Environment, Classroom Techniques, Cooperative Learning
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Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang; Tu, Nien-Ting – Interactive Learning Environments, 2016
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive…
Descriptors: Foreign Countries, Simulated Environment, Educational Technology, Computer Games
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Abdelraheem, Ahmed Yousif – Journal of Educational Technology, 2014
Blended Learning (BL) strategies play an important role in collaboration, communication skills, motivation, attitudes, interaction with the subject and practical skills. However, their relationship with students' learning and self efficacy were not studied enough and this was the focus of this study. Therefore, the aim of the study was to…
Descriptors: Blended Learning, Self Efficacy, Teacher Education Curriculum, Learning Strategies
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Fombona, Javier; Pascual, Maria Angeles – International Education Studies, 2013
This research analyses the evolution in the effectiveness of media messages and aims to optimize the use of ICTs in educational settings. The cultural impact of television and multimedia resources is increasing as they move to the Internet with ever greater quality. The integration of visual narrative techniques with multimedia playback…
Descriptors: Foreign Countries, Student Attitudes, Informal Education, Audiovisual Aids
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Kahn, Russell L. – Journal of Educational Technology Systems, 2013
This article develops and applies an analytic matrix for searching and using Web 2.0 resources along a learning continuum based on learning styles. This continuum applies core concepts of cognitive psychology, which places an emphasis on internal processes, such as motivation, thinking, attitudes, and reflection. A pilot study found that access to…
Descriptors: Cognitive Psychology, Taxonomy, Web 2.0 Technologies, Cognitive Style
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Amelink, Catherine T.; Scales, Glenda; Tront, Joseph G. – Advances in Engineering Education, 2012
Pedagogical approaches that incorporate learning technologies into lessons and coursework have had promising results in relation to students' motivation to learn. Tablet PCs have been identified as one form of instructional technology that can facilitate learning among engineering undergraduates since this medium allows for drawing on the computer…
Descriptors: Handheld Devices, Technology Uses in Education, Educational Technology, Engineering Education
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Sedig, Kamran – Journal of Computers in Mathematics and Science Teaching, 2008
Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…
Descriptors: Mathematics Education, Play, Mathematical Concepts, Geometry