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Christopher C. Y. Yang; Jiun-Yu Wu; Hiroaki Ogata – Education and Information Technologies, 2025
Blended learning (BL) combines traditional classroom activities with online learning resources, enabling students to obtain higher academic performance through well-defined interactive learning strategies. However, lacking the capacity to self-regulate their learning, many students might fail to comprehensively study the learning materials after…
Descriptors: Blended Learning, Educational Technology, Learning Analytics, Self Management
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Rindria Rachma Dewi; W. Wisanti; Y. Yuliani – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
The development of the 21st century in the Industrial Revolution 4.0 demands quality human resources with communication, collaboration, critical thinking, and creativity skills in supporting the implementation of the Merdeka Curriculum. This study aimed to analyze the effectiveness of e-module discovery learning integrated with Surabaya…
Descriptors: Foreign Countries, Program Effectiveness, Educational Technology, Learning Modules
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M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
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Arwa Ahmed Qasem – Discover Education, 2025
Contemporary education calls for innovative strategies to move away from traditional teacher-centered methods to methods that engage students and enhance learning outcomes. This shift toward student-centered learning is crucial for achieving educational goals and making the next generation more adaptable to the modern era. This paper examines the…
Descriptors: Active Learning, Student Projects, Program Effectiveness, Programming Languages
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Lúcia Pombo – Education & Training, 2023
Purpose: This paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Telecommunications
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Bosede Iyiade Edwards, Editor; Bruno Lot Tanko, Editor; Mustafa Klufallah, Editor; Hassan Abuhassna, Editor; Caleb Chidozie Chinedu, Editor – Lecture Notes in Educational Technology, 2025
This book explores the symbiotic relationship between human learning and machine learning, examining how emerging technologies and human-machine interfaces are reshaping the educational landscape. Organized into four sections with 20 chapters, it provides a multidisciplinary perspective on the dynamic intersection of these twin concepts. Bridging…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Learning
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Brott, Pamelia E. – Open Learning, 2023
This practical, practice-based article sets out to define and describe vlogging based on the author's experiences while teaching a blended learning course. Vlogging is a short duration video recording that engages the learner in critical self-reflection. It is a scaffolding strategy for moving students from a descriptive diary to situated…
Descriptors: Video Technology, Reflection, Educational Technology, Learning Analytics
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Ahmed Hassan Rakha; Mahmoud Abdo Khalifa – SAGE Open, 2024
COVID-19 has led to quarantines, isolations, and social separations worldwide. Universities use distance education and blended learning especially for practical courses. The purpose of this study was to investigate the effectiveness of blended learning via Edmodo on students' performance and attitude when learning some fundamental boxing skills.…
Descriptors: COVID-19, Pandemics, Blended Learning, Educational Technology
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Josep Alemany-Iturriaga; Álvaro Velarde-Sotres; Javier Jorge; Kamil Giglio – Cogent Education, 2024
The main aim of this study was to analyse the influence of e-learning training on the acquisition of competences in basketball coaches in Cantabria. The current landscape of basketball coach training shows an increasing demand for innovative training models and emerging pedagogies, including e-learning-based methodologies. The study sample…
Descriptors: Foreign Countries, Athletic Coaches, Team Sports, Electronic Learning
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Gomathy Ramaswami; Teo Susnjak; Anuradha Mathrani – Journal of Learning Analytics, 2023
Learning Analytics Dashboards (LADs) are gaining popularity as a platform for providing students with insights into their learning behaviour patterns in online environments. Existing LAD studies are mainly centred on displaying students' online behaviours with simplistic descriptive insights. Only a few studies have integrated predictive…
Descriptors: Learner Engagement, Learning Analytics, Electronic Learning, Student Behavior
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Thiyaporn Kantathanawat; Anyamanee Ussarn; Mai Charoentham; Paitoon Pimdee – Educational Process: International Journal, 2025
Background/purpose: The increasing integration of digital technology in education underscores the need for instructional models that support personalized, skill-based, and problem-solving focused learning. While traditional pedagogies often fail to address these needs comprehensively, this study proposes that the Mastery Adaptive Problem-Solving…
Descriptors: Educational Technology, Technology Uses in Education, Problem Solving, Mastery Learning
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Elsa Morgado; Levi Leonido; Antonino Pereira; Luís Borges Gouveia – Educational Process: International Journal, 2025
Background/purpose: Artificial Intelligence (AI) and distance learning (EaD) have profoundly transformed education, redefining teaching methodologies and learning dynamics. When integrated into educational environments, these technologies facilitate equitable access to knowledge, enable personalized learning, and enhance pedagogical flexibility.…
Descriptors: Educational Technology, Technology Uses in Education, Distance Education, Artificial Intelligence
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Qi An – Education and Information Technologies, 2024
This study aims to explore the impact of a digital learning program on the motivation and well-being of students in the art industry in China. The use of competitive digital tools as a means of self-expression contributes to effective academic performance and employment. The study covered 82 first-year students from the [The Guangzhou Academy of…
Descriptors: Program Effectiveness, Technology Uses in Education, Educational Technology, Information Technology
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Santiana Santiana; Margana Margana; Nur Hidayanto Pancoro Setyo Putro; Pratomo Widodo – International Journal of Language Education, 2024
This study examines students' attitudes toward the Learning Management System (hereafter LMS) CANVAS in the Virtual Learning Environment (henceforth VLE). This study used mixed methods in nature, which used a survey to collect data on the attitudes of 118 EFL students who enrolled in the Technology Enhanced Language Learning (hereafter TELL)…
Descriptors: Student Attitudes, Educational Technology, Learning Management Systems, English (Second Language)
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Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
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