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Emine Cabi – Education and Information Technologies, 2025
Learning Management System (LMS) can track student interactions with digital learning resources during an online learning activity. Learners with different goals, motivations and preferences may exhibit different behaviours when accessing these materials. These different behaviours may further affect their learning performance. The purpose of this…
Descriptors: Academic Achievement, Electronic Learning, Learning Management Systems, Student Behavior
Almås, Håvard; Pinkow, Felix; Giaever, Fay – Smart Learning Environments, 2023
While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players' individual experiences can, however, contribute to a more nuanced utilization of learning games and to…
Descriptors: Game Based Learning, Learning Experience, College Students, Cooperative Learning
Imogen Casebourne – British Journal of Educational Technology, 2024
This study investigated the seamless mobile learning practices of UK government workers at various life stages, to understand how context impacted decisions about how, when and where learning was undertaken. Following Hedegaard, the context was understood as involving settings embedded within institutions. Drawing on analysis of data from public…
Descriptors: Foreign Countries, Government Employees, Workplace Learning, Handheld Devices
Alaa Alnajashi – Journal of Education and Learning, 2024
The current demand for integrating technology into English language instruction to engage students in meaningful conversations is pressing in the digital era. Despite this, research on employing Google tools for collaborative, task-based activities in English education is scarce, particularly in meeting the needs of today's digital learners and…
Descriptors: Foreign Countries, College Students, English Instruction, Student Motivation
Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
Lazar Živojinovic; Danijela Stojanovic; Aleksandra Labus; Zorica Bogdanovic; Marijana Despotovic-Zrakic – Interactive Learning Environments, 2024
This research proposes a methodological approach to using the social network Instagram® as a tool for collaborative e-learning activities in higher education. Collaborative e-learning activities are conducted on Instagram® through challenges and quizzes. The main aim of these activities is to encourage students' creativity, motivation for…
Descriptors: Social Media, Cooperative Learning, Social Networks, Learning Activities
Shuaizhen Jin; Zheng Zhong; Kunyan Li; Chen Kang – Education and Information Technologies, 2024
This study utilizes a comparative experimental research method to investigate the effect of the Predict, Observe, Explain, and Evaluate (POEE) learning strategy in an immersive virtual environment (IVE) on two types of learners with different levels of prior knowledge. One type referred to as Highly Experienced and Knowledgeable (HEK) learners,…
Descriptors: Active Learning, Inquiry, Prior Learning, Electronic Learning
Hiromi Nishioka – Journal of Pan-Pacific Association of Applied Linguistics, 2024
With rapid globalization, it is an urgent task for universities in an English as a Foreign Language (EFL) context to provide practical English education. Particularly, one that enables students to participate in the global society as well as the global business market. The challenge for these universities is to achieve this goal with limited class…
Descriptors: Foreign Countries, Higher Education, English (Second Language), Second Language Learning
Bithi Mojumder; Md. Jasim Uddin; Kamol Dey – Discover Education, 2025
While many studies have explored the pros and cons of emergency online learning during the COVID-19 pandemic and its psychological impact on university students, little attention has been given to students' perspectives on adapting to evolving learning environments in the post-pandemic era. This research investigates the intricate dynamics of…
Descriptors: Foreign Countries, Educational Change, Pandemics, COVID-19
Wellington De Luna-Vazquez; Luis G. Estrada-Oliver – Strategies: A Journal for Physical and Sport Educators, 2024
The COVID-19 pandemic highlighted the challenges and opportunities for incorporating social and emotional learning (SEL) into physical education, especially in settings disrupted by remote learning. This article provides practical strategies for PE teachers to apply the cooperative learning (CL) model to help Hispanic English language learners…
Descriptors: Social Emotional Learning, Physical Education, Cooperative Learning, English (Second Language)
Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
Elaine Cohalan; Aoife Crawford – Adult Learner: The Irish Journal of Adult and Community Education, 2024
'Learn with NALA' is an online learning service provided by Ireland's National Adult Literacy Agency (NALA). It supports the development of adult literacy, numeracy, and digital literacy skills at Levels 1 to 3 on the Irish National Framework of Qualifications (NFQ) through a virtual learning environment (VLE) and associated supports. This case…
Descriptors: Learning Management Systems, Electronic Learning, Adult Education, Literacy
Milena Kovacevic; Nevena Ivanovic; Ana Protic; Danijela Milenkovic; Zoran Mandinic; Dragana Puzovic; Miloš Bajcetic; Dušan Popadic; Jelena Parojcic; Andelija Malenovic – European Journal of Education, 2024
Digital transformation in education and relevant calls for action are recognised global priorities aimed to support education and training in the digital age. The experiences from the emergency remote teaching during the COVID-19 pandemic and recent research findings reveal relevant advantages, challenges, as well as different students and…
Descriptors: Health Sciences, Electronic Learning, Student Attitudes, COVID-19
Shugang Li; Zhifang Wen; Lirong Zhu; Jiayi Li; He Zhu; Boyi Zhu; Haixin Zu – SAGE Open, 2024
Exploring the influence mechanism of user creativity in online learning community is beneficial for improving learning efficiency and increasing stickiness and loyalty of users to online learning community. But the current research on collaborative creation mainly focuses on the effectiveness and innovation of online learning, and lacks the…
Descriptors: Creativity, Electronic Learning, Cooperative Learning, Interpersonal Relationship
van Harsel, Milou; Hoogerheide, Vincent; Verkoeijen, Peter; van Gog, Tamara – Journal of Computer Assisted Learning, 2022
Nowadays, students often practice problem-solving skills in online learning environments with the help of examples and problems. This requires them to self-regulate their learning. It is questionable how novices self-regulate their learning from examples and problems and whether they need support. The present study investigated the open questions:…
Descriptors: Sequential Learning, Independent Study, Problem Solving, Electronic Learning