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Li, Siqiang; Liu, Quanlan; Guo, Shuang; Li, Yun; Chen, Fujia; Wang, Chunhong; Wang, Mingcheng; Liu, Junhe; Liu, Xianli; Wang, Duanhao; Li, Enzhong – Biochemistry and Molecular Biology Education, 2023
This study aimed to investigate the teaching effect of the blended BOPPPS based on an online and offline mixed teaching model ("B + BOPPPS") in the course of fermentation engineering in applied universities. The participants were 142 undergraduates majoring from the course of fermentation engineering in Food Science and Engineering in…
Descriptors: Teaching Models, College Students, Foreign Countries, Instructional Effectiveness
Kim, Hodam; Chae, Younsoo; Kim, Suhye; Im, Chang-Hwan – IEEE Transactions on Learning Technologies, 2023
Owing to the rapid development of information and communication technologies, online or mobile learning content is widely available on the Internet. Unlike traditional face-to-face learning, online learning exhibits a critical limitation: real-time interactions between learners and teachers are generally not feasible in online learning. To…
Descriptors: College Students, Control Groups, Attention, Comprehension
Fitzsimmons, Renee Estelle – ProQuest LLC, 2023
The purpose of this study was to dive into one school district's different learning modality options during the pandemic and analyze their reading growth using the Northwest Evaluation Assessment Measures of Academic Progress (NWEA MAP) as a metric for comparison. The researcher looked at one school district's response to their community's needs…
Descriptors: Students, Reading Improvement, Learning Modalities, Reading Instruction
Ya Xiao; Khe Foon Timothy Hew – British Journal of Educational Technology, 2024
Gamification has often been used to stimulate learner engagement via intangible rewards, such as virtual points and virtual badges, rather than material goods or benefits. However, not all learners value such intangible rewards; some express their desire to redeem intangible rewards for utilitarian resources or benefits. Although tangible rewards…
Descriptors: Students, Motivation, Rewards, Electronic Learning
Broeren, Marloes; Verkoeijen, Peter; Heijltjes, Anita; Arends, Lidia; Smeets, Guus – Applied Cognitive Psychology, 2023
Intensive training programs have successfully supported students in using cognitive learning strategies. This study investigated whether a compact intervention can promote students' retrieval practice use during self-study for course-relevant materials. In an experiment embedded in a reputation management course, students were either given…
Descriptors: College Students, Information Retrieval, Drills (Practice), Independent Study
Yao Lu; Ning Ma; Wen-Yu Yan – International Journal of Educational Technology in Higher Education, 2024
In the area of online teacher training, asynchronous collaboration faces several challenges such as limited learner engagement and low interaction quality, thereby hindering its overall effectiveness. Drawing on social comparison theory, providing social comparison feedback to teacher-learners in online asynchronous collaborative learning offers…
Descriptors: Feedback (Response), Electronic Learning, Asynchronous Communication, Teacher Education
Hayashi, V.; Dutra, J.; Almeida, F.; Arakaki, R.; Midorikawa, E.; Canovas, S.; Cugnasca, P.; Ruggiero, W. – IEEE Transactions on Education, 2023
Contribution: This article describes one approach to foster technical skills (Digital Electronics) and professional skills (critical thinking, problem solving, communication, and collaboration) for Computer Engineering students in a fully remote way. Background: Engineering competencies development requires practical activities. Besides the…
Descriptors: Students, Engineering Education, Laboratory Training, Electronic Learning
Deemer, Eric D.; Barr, Amy C.; Belote, Amy; Hall, Mark C.; Xu, Chunyu; Ogas, Joseph P. – Research in Science Education, 2023
This research examined the differential motivational effects of a pre-college science enrichment program delivered in both online and in-person learning formats. Using self-determination theory as a guiding framework, we hypothesized that (1) students would exhibit growth in their perceived satisfaction of needs for autonomy, competence, and…
Descriptors: Adolescents, Science Instruction, Electronic Learning, Personal Autonomy
Lee, Yen-Fen; Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Tseng, Weu-Hui – Interactive Learning Environments, 2023
One main objective of art education is to foster students' art evaluation as well as their creative thinking ability. Engaging students in artwork sharing and peer feedback is a frequently adopted approach in school settings. However, most students have difficulties providing constructive comments during the peer-feedback process. To address this…
Descriptors: Foreign Countries, Elementary School Students, Creative Thinking, Metacognition
Hung-Yu Chan; Shu-Wei Liu; Huei-Tse Hou – Interactive Learning Environments, 2024
This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The game features real people playing NPC characters, and provides a multi-dimensional scaffolding mechanism with realistic story and historical scenes, allowing learners to engage in strategic planning and problem solving during a…
Descriptors: Educational Games, Scaffolding (Teaching Technique), Electronic Learning, Play
Rasmitadila, Rasmitadila; Rachmadtullah, Reza; Samsudin, Achmad; Nurtanto, Muhammad; Jauhari, Muhammad Nurrohman – Cogent Education, 2023
Implementing limited face-to-face learning (LF2FL) during the COVID-19 pandemic has impacted students in inclusive classrooms. Some of the adjustments teachers and students faced were obstacles and challenges that took time to make. The teacher must comply online learning experience conducted with all its shortcomings during the implementation of…
Descriptors: Foreign Countries, Elementary School Teachers, Inclusion, Pandemics
Yang, Je-Ming; Sung, Yao-Ting; Chang, Kuo-En – Journal of Educational Computing Research, 2020
Using mobile devices to support the process and products of learning activities is a trend in inquiry-based learning, which is culminating in the formation of the subfield of mobile inquiry-based learning (m-IBL). However, even though mobile devices have been widely used in IBL activities in recent years, evaluative evidence for their substantial…
Descriptors: Meta Analysis, Electronic Learning, Handheld Devices, Inquiry
Tan, Angel J. Y.; Davies, Jean L.; Nicolson, Roderick I.; Karaminis, Themis – Educational Technology Research and Development, 2023
Critical thinking is identified as a key educational outcome in higher education curricula; however, it is not trivial to support students in building this multifaceted skill. In this study, we evaluated a brief online learning intervention focusing on informal fallacy identification, a hallmark critical-thinking skill. The intervention used a…
Descriptors: Higher Education, Critical Thinking, Thinking Skills, Online Courses
Daniel Elford; Simon J. Lancaster; Garth A. Jones – Journal of Chemical Education, 2022
There is little doubt that motivation influences the extent to which individuals engage with online learning experiences. With the increasing role of digital technologies within chemistry higher education, this study illustrates how an augmented reality (AR)-supported educational escape activity (EEA), based on topics of inorganic stereochemistry,…
Descriptors: Motivation Techniques, Chemistry, Science Education, Computer Simulation
Alsadoon, Elham – Education and Information Technologies, 2020
Researchers emphasize that prior knowledge is one of the important factors that influence learning. This study discusses the design and implementation of adapting an e-course to students' prior knowledge using the Learning Management System (LMS). It aims to investigate the impact of such adaptive e-course to the learner's prior knowledge through…
Descriptors: Online Courses, Electronic Learning, Academic Achievement, Prior Learning