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Showing 1 to 15 of 17 results Save | Export
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Neto, Valter; Rolim, Vitor; Pinheiro, Anderson; Lins, Rafael Dueire; Gasevic, Dragan; Mello, Rafael Ferreira – IEEE Transactions on Learning Technologies, 2021
This article investigates the impact of educational contexts on automatic classification of online discussion messages according to cognitive presence, an essential construct of the community of inquiry model. In particular, the work reported in the article analyzed online discussion messages written in Brazilian Portuguese from two different…
Descriptors: Foreign Countries, Computer Mediated Communication, Discussion, Content Analysis
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Bioglio, Livio; Capecchi, Sara; Peiretti, Federico; Sayed, Dennis; Torasso, Antonella; Pensa, Ruggero G. – IEEE Transactions on Learning Technologies, 2019
In this paper, we address the problem of enhancing young people's awareness of the mechanisms involving privacy in online social networks by presenting an innovative approach based on gamification. In particular, we propose a web application that allows kids and teenagers to experience the typical dynamics of information spread through a realistic…
Descriptors: Privacy, Social Media, Children, Adolescents
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Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
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Joksimovic, Srecko; Jovanovic, Jelena; Kovanovic, Vitomir; Gasevic, Dragan; Milikic, Nikola; Zouaq, Amal; van Staalduinen, Jan Paul – IEEE Transactions on Learning Technologies, 2020
Learning in computer-mediated setting represents a complex, multidimensional process. This complexity calls for a comprehensive analytical approach that would allow for understanding of various dimensions of learner generated discourse and the structure of the underlying social interactions. Current research, however, primarily focuses on manual…
Descriptors: Group Discussion, Speech Acts, Computer Assisted Instruction, Discourse Analysis
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Liu, Qingtang; Zhang, Si; Wang, Qiyun; Chen, Wenli – IEEE Transactions on Learning Technologies, 2018
Teachers' online discussion text data shed light on their reflective thinking. With the growing scale of text data, the traditional way of manual coding, however, has been challenged. In order to process the large-scale unstructured text data, it is necessary to integrate the inductive content analysis method and educational data mining…
Descriptors: Information Retrieval, Data Collection, Data Analysis, Discourse Analysis
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Charleer, Sven; Moere, Andrew Vande; Klerkx, Joris; Verbert, Katrien; De Laet, Tinne – IEEE Transactions on Learning Technologies, 2018
This paper presents LISSA ("Learning dashboard for Insights and Support during Study Advice"), a learning analytics dashboard designed, developed, and evaluated in collaboration with study advisers. The overall objective is to facilitate communication between study advisers and students by visualizing grade data that is commonly…
Descriptors: Data Analysis, Academic Advising, Peer Groups, Grades (Scholastic)
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Sunar, Ayse Saliha; White, Su; Abdullah, Nor Aniza; Davis, Hugh C. – IEEE Transactions on Learning Technologies, 2017
In 2015, 35 million learners participated online in 4,200 MOOCs organized by over 500 universities. Learning designers orchestrate MOOC content to engage learners at scale and retain interest by carefully mixing videos, lectures, readings, quizzes, and discussions. Universally, far fewer people actually participate in MOOCs than originally sign up…
Descriptors: Online Courses, Large Group Instruction, Interaction, Learner Engagement
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Claros, Iván; Cobos, Ruth; Collazos, César A. – IEEE Transactions on Learning Technologies, 2016
The Social Network Analysis (SNA) techniques allow modelling and analysing the interaction among individuals based on their attributes and relationships. This approach has been used by several researchers in order to measure the social processes in collaborative learning experiences. But oftentimes such measures were calculated at the final state…
Descriptors: Social Networks, Network Analysis, Cooperative Learning, Learning Experience
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Castellanos, Jorge; Haya, Pablo A.; Urquiza-Fuentes, Jaime – IEEE Transactions on Learning Technologies, 2017
STEM (Science, Technology, Engineering, and Math) education is currently receiving much attention from governments and educational institutions. Our work is based on active learning and video-based learning approaches to support STEM education. Here, we aimed to increase students' engagement through reflective processes that embrace video…
Descriptors: STEM Education, Educational Technology, Technology Uses in Education, Video Technology
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Conijn, Rianne; Snijders, Chris; Kleingeld, Ad; Matzat, Uwe – IEEE Transactions on Learning Technologies, 2017
With the adoption of Learning Management Systems (LMSs) in educational institutions, a lot of data has become available describing students' online behavior. Many researchers have used these data to predict student performance. This has led to a rather diverse set of findings, possibly related to the diversity in courses and predictor variables…
Descriptors: Blended Learning, Predictor Variables, Predictive Validity, Predictive Measurement
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Yu, Yuan-Chih – IEEE Transactions on Learning Technologies, 2017
Teaching with a classroom feedback system can benefit both teaching and learning practices of interactivity. In this paper, we propose a dual-channel classroom feedback system integrated with a back-end e-Learning system. The system consists of learning agents running on the students' computers and a teaching agent running on the instructor's…
Descriptors: Feedback (Response), Teaching Methods, Educational Technology, Technology Uses in Education
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Liu, Ming; Li, Yi; Xu, Weiwei; Liu, Li – IEEE Transactions on Learning Technologies, 2017
Writing an essay is a very important skill for students to master, but a difficult task for them to overcome. It is particularly true for English as Second Language (ESL) students in China. It would be very useful if students could receive timely and effective feedback about their writing. Automatic essay feedback generation is a challenging task,…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
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López Garcia, Diego A.; Mateo Sanguino, Tomás de J.; Cortés Ancos, Estefania; Fernández de Viana González, Iñaki – IEEE Transactions on Learning Technologies, 2016
Debates have been used to develop critical thinking within teaching environments. Many learning activities are configured as working groups, which use debates to make decisions. Nevertheless, in a classroom debate, only a few students can participate; large work groups are similarly limited. Whilst the use of web tools would appear to offer a…
Descriptors: Debate, Web 2.0 Technologies, Internet, Cooperative Learning
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Srba, Ivan; Bielikova, Maria – IEEE Transactions on Learning Technologies, 2015
In the current time of globalization, collaboration among people in virtual environments is becoming an important precondition of success. This trend is reflected also in the educational domain where students collaborate in various short-term groups created repetitively but changing in each round (e.g. in MOOCs). Students in these kind of dynamic…
Descriptors: Cooperative Learning, Online Courses, Group Dynamics, Feedback (Response)
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Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
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