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Natalie Nussli; Kevin Oh – Journal of Educational Technology Systems, 2024
This mixed-methods study captures multiple stakeholders' voices and experiences of a hybrid-flexible (HyFlex) learning environment. It juxtaposes different perceptions of learning experiences, equivalency, and interactions. Tutor strategies to facilitate communication across space are explored. Thirty-six undergraduate students experienced the…
Descriptors: Educational Environment, Blended Learning, Undergraduate Students, Synchronous Communication
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Özgür Aydin; Talha Murathan – Malaysian Online Journal of Educational Technology, 2024
This study aims to examine the perceptions and effectiveness evaluations of blended learning environments among university students majoring in sports education at Inönü University and Firat University. The research, conducted in the 2022-2023 academic year, is descriptive using quantitative methods, with a sample of 674 students from the…
Descriptors: Blended Learning, Undergraduate Students, Athletics, Evaluation
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Robert L. Moore; Woorin Hwang; Jennifer D. Moses – Educational Technology & Society, 2024
This systematic review examines the empirical literature published between 2015 and 2021 on mobile-based microlearning in adult learning contexts. The rapid shift to online learning in 2020 in response to the global COVID-19 pandemic has emphasized the need to explore flexible learning options for adult learners. The convenience of mobile-based…
Descriptors: Adult Students, Handheld Devices, Learning Activities, Electronic Learning
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Izaak Dekker; Marie-José Koerhuis-Pasanisi; Martijn Koek – Active Learning in Higher Education, 2025
Supplemental instruction, also known as Peer Assisted Study Sessions (SI-PASS), is a well-established form of peer learning that has been implemented in higher education institutions across the globe and that coincides with learning gains for participants. While the effects on learning gains have been extensively studied with quasi-experiments,…
Descriptors: Peer Teaching, Supplementary Education, College Students, Instructional Effectiveness
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Yan Liu; Wei Wang; Enwei Xu – SAGE Open, 2025
Interventions are crucial in the learning analysis process. Learning analytics-based interventions are being widely applied in the field of education. However, it is currently unclear whether learning analytics-based interventions effectively enhance students' learning effects. To conduct a comprehensive review assessing the extent to which…
Descriptors: Learning Analytics, Intervention, Teaching Methods, Instructional Effectiveness
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Zohar Barnett-Itzhaki; Dizza Beimel; Arava Tsoury – Online Learning, 2023
The last decade has brought far-reaching changes in higher education, leading institutions to shift some or all instruction online. This shift to distance learning has contributed to a more significant need for active learning: changing students from passive knowledge consumers into proactive knowledge producers using interactive teaching…
Descriptors: Teaching Methods, Instructional Effectiveness, Electronic Learning, Distance Education
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Nazia Habib; Muhammad Mumtaz; Sean Watts – Education and Information Technologies, 2025
The current study was conducted to identify the perceived effectiveness of online learning systems for urban and rural students of higher education institutions in Pakistan. A survey of 592 students from ten public and private sector institutions in Pakistan was conducted to obtain their opinions against eleven factors of perceived learning…
Descriptors: Foreign Countries, Urban Areas, Rural Areas, Higher Education
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Bellés-Calvera, Lucía; Martínez-Hernández, Ana-Isabel – Latin American Journal of Content and Language Integrated Learning, 2022
In present-day educational contexts, the integration of Information and Communication Technologies (ICTs) and gamification has been the basis for implementing escape rooms as pedagogical tools. This paper examines the role of virtual escape rooms in boosting History learners' motivation in Content and Language Integrated Learning (CLIL) contexts.…
Descriptors: Game Based Learning, Cooperative Learning, Problem Solving, Educational Environment
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Li, Jiansheng; Lin, Yuyu; Sun, Mingzhu; Shadiev, Rustam – Interactive Learning Environments, 2023
This study examined whether socially shared regulation of learning (SSRL) enhances students' algorithmic thinking performance, promotes learning participation and improves students' learning attitudes through game-based collaborative learning. The students learned algorithmic knowledge and completed programing tasks using Kodu, a new visual…
Descriptors: Cooperative Learning, Game Based Learning, Educational Environment, Algorithms
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Camilla Kin Ming Lo; Crystal Kwan; Yuet Wing Cho – Journal of Social Work Education, 2024
Using mixed quantitative and qualitative methods, the current study examined the efficacy of fully online flipped classroom. 250 Chinese undergraduate social work students, with 126 students experienced the conventional online teaching method and 124 students learned with the online flipped classroom approach, were involved. The quantitative…
Descriptors: Flipped Classroom, Electronic Learning, Learning Experience, Environmental Influences
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Bijoy Kumar Upadhyaya; Apurba Saha; Pijush Kanti Dutta Pramanik – Turkish Online Journal of Distance Education, 2025
The COVID-19 pandemic has put the entire world in a very challenging situation, and similar to other sectors, education has also been severely affected. The teaching-learning process during that period was carried out only online. As none of the stakeholders expected such an unprecedented situation, all the institutions had to switch to an online…
Descriptors: Instructional Effectiveness, Electronic Learning, Engineering Education, COVID-19
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Isaac Wiafe; Akon Obu Ekpezu; Gifty Oforiwaa Gyamera; Fiifi Baffoe Payin Winful; Elikem Doe Atsakpo; Charles Nutropkor; Stephen Gulliver – Education and Information Technologies, 2025
The COVID-19 pandemic has propelled the use of technology in education through platforms such as YouTube and immersive technologies (e.g., virtual reality (VR) and augmented reality (AR)). Despite their potential to improve equity, access, engagement, and cognitive achievement, studies comparing their impacts on learning outcomes are scarce. This…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
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Özdal, Hasan; Özden, Celalettin; Atasoy, Ramazan; Güneyli, Ahmet – Pegem Journal of Education and Instruction, 2022
In this study, pre-service teachers' self-regulated learning skills in online environments were taken into consideration. Preservice teachers could not receive any support with respect to online education during the pandemic process thus they had to improve themselves. In this context, it was investigated whether self-regulated learning skills in…
Descriptors: Learning Strategies, Self Control, Web Based Instruction, Instructional Effectiveness
Balci, Sebiha – ProQuest LLC, 2022
Gamification is a promising method proposed to solve the motivational problems of online learners and enhance their performance. However, the evidence regarding why and how gamification might work and its effects on these outcomes is inconclusive. In order to provide more evidence to the ongoing discussion in the gamification field, the current…
Descriptors: Gamification, Educational Environment, Student Motivation, Psychological Needs
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Lai, Xiaoyan; Ye, Jiachu; Wong, Gary Ka Wai – Journal of Computer Assisted Learning, 2023
Background: Collaboration has commonly been integrated in computational thinking education to foster novice learning. While the majority of existing studies on developing students' CT skills have been based on competency or personality factors, social factors have been largely ignored. Objectives: This systematic review, framed by social cognitive…
Descriptors: Cooperative Learning, Instructional Effectiveness, Computation, Thinking Skills
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