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Shruti Priya; Shubhankar Bhadra; Sridhar Chimalakonda; Akhila Sri Manasa Venigalla – Interactive Learning Environments, 2024
Owing to the predominant role of Machine Learning(ML) across domains, it is being introduced at multiple levels of education, including K-12. Researchers have leveraged games, augmented reality and other ways to make learning ML concepts interesting. However, most of the existing games to teach ML concepts either focus on use-cases and…
Descriptors: Artificial Intelligence, Secondary School Students, Video Games, Visual Aids
Zhisheng Chen – Interactive Learning Environments, 2024
This study aims to explore how the Metaverse platform could be applied to the field of online education, the benefits it brings, and the challenges posed by the application of Metaverse to online education. The study analyzes the benefits of immersive learning brought about by Metaverse and its potential to save education costs, enhance efficiency…
Descriptors: Technology Uses in Education, Electronic Learning, Artificial Intelligence, Cost Effectiveness
Rustam Shadiev; Wayan Sintawati; Jiatian Yu – Journal of Research on Technology in Education, 2023
We designed technology-assisted intercultural learning activities in this study. University students, ten from Indonesia and ten from China recorded videos about local culture and traditions, and then they exchanged videos with partners to enable cultural virtual field trips. To record cultural videos, one has to personally go to places related to…
Descriptors: Intercultural Communication, Cultural Awareness, Electronic Learning, Technology Uses in Education
Yueh-Hui Vanessa Chiang; Maiga Chang; Nian-Shing Chen – Educational Technology & Society, 2024
Generative Artificial Intelligence (AI), especially machine learning models that autonomously generate human-like content, has recently attracted significant attention in the education sector. This paper explores the potential of generative AI, including tools like ChatGPT, to shift from traditional outcome-oriented educational practices to a more…
Descriptors: Artificial Intelligence, Educational Practices, Process Education, Educational Objectives
Jean-Anne Stewart – Action Learning: Research and Practice, 2024
Action learning is one of the most effective leadership development interventions [Day, Fleenor, Atwater, Sturm, and McKee. 2014. "Advances in Leader and Leadership Development: A Review of 25 Years of Research and Theory." The Leadership Quarterly 25 (1): 63-82; Pauleen. 2003. "Leadership in a Global Virtual Team: An Action…
Descriptors: Experiential Learning, Electronic Learning, Leadership Training, Technology Integration
John Soboslai – Journal of Interactive Learning Research, 2025
Traditional methods of teaching religion often fail to capture the sensory and spatial dimensions of religious practices, leaving students with abstract understandings disconnected from lived experiences. This study pilots the use of extended reality resources--immersive 360-degree videos, enhanced video interviews, and virtual tours--as tools for…
Descriptors: Computer Simulation, Educational Resources, Teaching Methods, Religion Studies
Edwin Mwosa Kivuti; Dennis Kaburu; Kennedy Odhiambo Ogada – International Journal of Web-Based Learning and Teaching Technologies, 2024
This paper provides an approach to providing QOE enhancement for a multifaceted learning platform that includes streamed media content. We demonstrate how the QOE of a multifaceted platform can be enhanced using the Lighthouse tool. The Lighthouse tool helped improve the page load speed by 75%. We also demonstrate how the playback quality of the…
Descriptors: Multimedia Instruction, Electronic Learning, Experiential Learning, Video Technology
Aleshia Hayes; Kevin T. Martinez; Beth Karlin; Patience Wieland; Krisstal Clayton; Iqbal Rubaiyat – International Journal on E-Learning, 2024
VR has been widely acknowledged for its capacity to allow perspective-taking, increase empathy, engage learners, and facilitate experiential learning; however, the availability, accessibility, and limitations of the content have slowed implementation. One instance of this can be seen in implementing XR content to engage global citizens with…
Descriptors: Computer Simulation, Visual Aids, Video Technology, Behavior Change
Natasha M. Garner; Hans D. Osthoff – Journal of Chemical Education, 2024
The global Coronavirus disease 2019 (COVID-19) pandemic and associated restrictions on indoor gatherings posed considerable challenges to the delivery of courses that traditionally have relied on hands-on learning in their laboratory components. Here, our experiences converting a senior instrumental analysis course to remote online learning in the…
Descriptors: Science Laboratories, Science Education, Electronic Learning, Distance Education
European Commission, 2022
This checklist outlines key features for managing authorities and intermediate bodies of the European Social Fund Plus (ESF+) to consider when they want to stimulate innovation and promote digitalisation in employment, education, and training. The checklist was developed as part of the work of the ESF Transnational Cooperation Platform…
Descriptors: Technology Integration, Innovation, Educational Technology, Information Technology
Learning from the COVID-19 Pandemic: Improving Academic Continuity in Workforce Development Programs
Katie Shakour; Tim Ransom; Eliza Gallagher; Karen Johnson; Rebecca Short; Jonathan Beck; Kapil Chalil Madathil – New Directions for Community Colleges, 2024
The COVID-19 pandemic caused an abrupt change in educational programs worldwide, including workforce development education in community colleges. Given the hands-on requirements of these programs, considerations for changes included if and how instructors and students could maintain academic continuity during the pandemic. This article focuses on…
Descriptors: COVID-19, Pandemics, Labor Force Development, Education Work Relationship
Kristen Foley; Heather L. Petcovic; Steven Semken – Journal of Geoscience Education, 2024
Virtual field experiences (VFEs) are augments to traditional fieldwork in the geosciences that are seeing increasing use in college courses. However, VFEs that are not easily located and implemented in courses by geoscience instructors have little to no value. This qualitative, descriptive study engaged five focus groups of U.S. college geoscience…
Descriptors: College Science, Geology, Science Teachers, Field Experience Programs
Michelina Occhioni; Alessandra Beccaceci; Eleonora Paris – Journal of Geoscience Education, 2024
A Virtual World, the "Sustainability Hub" island, was developed and widely used during the COVID-19 pandemic, to support schools with distance-learning lessons, and the new mandatory Civic Education curriculum in Italy. Using a gamification approach, students learned about Agenda 2030 and sustainability focusing especially on themes…
Descriptors: Environmental Education, Distance Education, Geology, Sustainability
Bruce R. Fleck – ProQuest LLC, 2022
The purpose of this quantitative correlational-predictive study was to determine if and to what extent the factors of e-learning technology acceptance predict job satisfaction when potentially mediated by learning culture in a population of U.S. salespeople. The theoretical framework is based on a model containing four factors of e-learning…
Descriptors: Electronic Learning, Educational Technology, Job Satisfaction, Influence of Technology
Timothy M. Ottusch; Ashley C. Jordan – Family Science Review, 2022
As enrollment in online courses continues to rise, examining quality student engagement opportunities in online settings is important for their success and well-being. The current study sought to understand students' perspectives on using interactive video lectures in fully online classes. Surveys were collected from 161 undergraduate students…
Descriptors: Electronic Learning, Online Courses, Student Attitudes, Video Technology