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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
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Joseph T. Wong; Edward Chen; Natalie Au-Yeung; Bella S. Lerner; Lindsey Engle Richland – Education and Information Technologies, 2024
Traditionally, learning among young students has taken place within structured, physical classroom settings. However, the emergence of distance learning has introduced a diverse range of learning methods, including online, hybrid, and blended approaches. When the COVID-19 pandemic led to extended delays in in-person instruction, use of educational…
Descriptors: Electronic Learning, Learning Experience, Attention Span, Interests
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Kavitha Murthi; Yu-Lun Chen; Wendy Martin; Ariana Riccio; Kristie Patten – Research in Science Education, 2024
Current research underscores that there are only a few evidence-based programs that teach STEM (science, technology, engineering, and mathematics) as part of their curriculum, especially for autistic students. Even fewer programs focus on engineering and design learning. Hence, we developed an informal afterschool maker program to develop autistic…
Descriptors: Middle School Students, Autism Spectrum Disorders, STEM Education, After School Programs
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Nacu, Denise; Martin, Caitlin K.; Pinkard, Nichole – Educational Technology Research and Development, 2018
With the growing emphasis on developing 21st century skills among today's youth, there is continued optimism about the possibilities granted by increasing access to networked technologies, particularly for encouraging youth to pursue their interests and take ownership of their learning. Yet, research demonstrates the importance of adult support in…
Descriptors: Heuristics, Middle Schools, Learning Experience, Design
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Renick, Jennifer; Reich, Stephanie M. – Middle School Journal, 2023
The COVID-19 pandemic caused schools to shift to virtual or hybrid instruction, thrusting young adolescents into a very different educational environment. Stage-environment fit theory outlines ways in which educational contexts may, or may not, meet the developmental needs of young adolescents. Yet little is known about how virtual environments…
Descriptors: Middle School Students, Early Adolescents, Adolescent Development, Needs
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Lee, Kyungmee; Ardeshiri, Minoo; Cummins, Jim – Technology, Pedagogy and Education, 2016
The aim of this article is to introduce a computer-assisted multiliteracies programme (CaMP) as an alternative approach to English as a Foreign Language (EFL) instruction in order to overcome the educational limitations that are inherent in most EFL settings. In a number of monolingual societies with a dominant language other than English,…
Descriptors: Computer Assisted Instruction, Multiple Literacies, Second Language Instruction, Electronic Learning
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Larson, Lotta C. – Reading Teacher, 2015
This article examines how sixth-grade students navigated and perceived a combined e-book and audiobook reading experience using Kindle Fires. While audiobooks and e-books are not new, little is known about students' use and perceptions of the combination of these two media, as the ability to synchronize audio contents with digital texts is rather…
Descriptors: Audio Books, Electronic Learning, Electronic Publishing, Handheld Devices
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Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
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Lewis, Matthew; Steele, Jennifer L.; SantibaƱez, Lucrecia; Stecher, Brian M.; Hamilton, Laura; Faxon-Mills, Susannah; Rudnick, Mollie – Society for Research on Educational Effectiveness, 2013
Proficiency-based or competency-based approaches to education are undergoing a resurgence in both K-12 and higher education settings, spurred in part by advances in digital learning technologies. These approaches allow students to progress at their own pace through a diverse range of personalized learning experiences aligned to students'…
Descriptors: Pilot Projects, Learning Experience, Outcomes of Education, Program Implementation
Stamper, John, Ed.; Pardos, Zachary, Ed.; Mavrikis, Manolis, Ed.; McLaren, Bruce M., Ed. – International Educational Data Mining Society, 2014
The 7th International Conference on Education Data Mining held on July 4th-7th, 2014, at the Institute of Education, London, UK is the leading international forum for high-quality research that mines large data sets in order to answer educational research questions that shed light on the learning process. These data sets may come from the traces…
Descriptors: Information Retrieval, Data Processing, Data Analysis, Data Collection