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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
Erkan Er; Safak Silik; Sergen Cansiz – Journal of Learning Analytics, 2024
E-learning platforms have become increasingly popular in K--8 education to promote student learning and enhance classroom teaching. Student interactions with these platforms produce trace data, which are digital records of learning processes. Although trace data have been effective in identifying learners' engagement profiles in higher education…
Descriptors: Foreign Countries, Elementary Secondary Education, Grade 1, Grade 2
Karina Valariie Anne Mariadas; Farrah Dina Yusop – Curriculum and Teaching, 2024
The purpose of this study was to evaluate that project-based learning results in learners to be intrinsically motivated when learning History. Three methods were implemented in this study, namely role playing, poster-making and mixed projects (i.e., role playing and poster-making). To further enhance the understanding of intrinsic motivation, the…
Descriptors: Foreign Countries, Active Learning, Student Projects, History Instruction
Narges Sardabi; Amir Ghajarieh; Navid Atar Sharghi; Leyla Rahmani – Journal of Teaching and Learning, 2025
Oral-corrective feedback (CF) has often been a significant concern in Teaching English as a Foreign Language (TEFL). This study sought to investigate teachers' and students' attitudes toward the oral CF in traditional and technology-enhanced classes. It also investigated the extent to which teachers' attitudes toward the oral CF matched their…
Descriptors: Oral Language, Feedback (Response), Error Correction, Teacher Attitudes
Florence M. Olifant; Madoda P. Cekiso; Naomi Boakye – Reading & Writing: Journal of the Literacy Association of South Africa, 2023
Background: In the education sector, technologies are (or can be) repurposed in the Fourth Industrial Revolution (4IR) to facilitate teaching and learning. However, this shift may impact on learners' access to reading materials and reading motivation. Objectives: The aim of the study was to determine whether Grade 8 English First Additional…
Descriptors: Industrialization, Instructional Materials, Reading Materials, Reading Motivation
Erika Gintere; Martins Iltners; Linda Pavitola – Problems of Education in the 21st Century, 2025
The contagion of COVID-19 and its resulting health consequences, combined with the rapid and unplanned shift to online teaching and learning, profoundly affected various aspects of students' personal and academic lives worldwide. The pandemic disrupted traditional educational systems, altering the way students learn and interact, while also…
Descriptors: Foreign Countries, Secondary School Students, Grade 8, Grade 9
Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
Belimar Ramos Rosario – ProQuest LLC, 2022
Teachers today have a revolutionary role of introducing techniques to their students to enhance learning in traditional classroom settings. To accomplish this, teachers have to use blended learning strategies such as flipped classroom to enhance learning by blending online and face-to-face settings. However, to apply these strategies teachers have…
Descriptors: Flipped Classroom, English (Second Language), Learning Readiness, Secondary School Teachers
Soon, Tan Chee; Caleon, Imelda S.; Shaik Kadir, Munirah Binte; Chua, Jenny; Ilham, Nur Qamarina – Educational and Developmental Psychologist, 2023
Objectives: This study explores the experiences and coping strategies of secondary students as they engaged in learning activities during the pandemic. It investigated the sources of student stress during the pandemic, and the extent to which the pandemic influenced the stress that they usually experience. Method: Semi-structured interviews were…
Descriptors: COVID-19, Pandemics, Barriers, Student Experience
Yuwamon Prasretsung; Naruemon Thepnuan; Duangkamol Kaewdaeng – Turkish Online Journal of Educational Technology - TOJET, 2024
The objectives of this research were to: 1) develop online lessons with the Google Classroom application on computer system operation for secondary 2 (Grade 8) students; 2) study pre-test and post-test academic achievement; and 3) study the students' satisfaction with the online lessons with the Google Classroom application on computer system…
Descriptors: Computer Software, Electronic Learning, Computers, Curriculum Development
Yilmaz, Yusuf; Açikgül Firat, Esra – Malaysian Online Journal of Educational Technology, 2023
This study aims to determine the predictive effect of attitudes toward digital technologies, gender, grade level, and internet usage time on project based virtual learning qualifications (PBVLQ) of secondary school students. The research design is a predictive correlational study. The sample of the research was 703 6th, 7th and 8th grade students…
Descriptors: Secondary School Students, Active Learning, Student Projects, Electronic Learning
Dacia Randolph – ProQuest LLC, 2022
In this study, a comparative analysis was conducted to explore how students' learning outcomes were potentially influenced by student engagement during different modes of instruction. The study compared the final mean grade point averages (GPAs) of a sample (N = 600) of middle school students during in-person, online, and hybrid modes of…
Descriptors: Middle School Students, Outcomes of Education, In Person Learning, Electronic Learning
Mariana Castañón; Mary Rice; Traci Filiss – Online Learning, 2023
As educators increase their use of digital technologies across learning modalities, some schools are experimenting with highly flexible models of learning that maximize opportunities to support learner preferences. The perceptions of these programs by teachers, parents, and students are crucial for building and maintaining community support and…
Descriptors: Blended Learning, Electronic Learning, Parent Attitudes, Teacher Attitudes
Deniz Ismailoff – ProQuest LLC, 2023
This qualitative case study served to investigate teachers' and students' experiences implementing BASE Education, an electronic learning (e-learning) platform for social and emotional learning (SEL), in an urban charter middle school in Paterson, New Jersey. Convenient purposeful sampling was used to recruit seven students and three…
Descriptors: Electronic Learning, Teacher Attitudes, Teaching Experience, Student Attitudes