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Ahmed Hosny Saleh Metwally; Ronghuai Huang; Paula Toledo Palomino; Ahmed Mohamed Fahmy Yousef – Education and Information Technologies, 2024
Gamifying online homework activities and learning assignments is an effective approach to facilitate students' engagement and enjoyment. While incorporating game elements to gamify homework and learning assignments promoted positive psychological and learning outcomes, the mere use of these elements brings several flaws associated with the gameful…
Descriptors: Gamification, Homework, Instructional Effectiveness, Motivation
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Ian Thacker; Rebecca Schroeder; Sara Shields-Menard; Nickolas Goforth – International Journal of Science and Mathematics Education, 2025
To create opportunities for meaningful applications of data science for diverse students, we developed and implemented an online learning module focused on engaging students at a Hispanic Serving Institution (HSI) in an analysis of authentic soil data. Development of the module occurred over three design iterations involving interviews with 10…
Descriptors: Hispanic American Students, Minority Serving Institutions, Data Science, Undergraduate Students
Qianwen Tang; Wenbo Deng; Yidan Huang; Shuaijie Wang; Hao Zhang – Journal of Computer Assisted Learning, 2025
Background: Generative Artificial Intelligence (AI) shows promise in enhancing personalised learning and improving educational efficiency. However, its integration into education raises concerns about misinformation and over-reliance, particularly among adolescents. Teacher supervision plays a critical role in mitigating these risks and ensuring…
Descriptors: Artificial Intelligence, Teaching Methods, Educational Quality, Technology Integration
Lide Yu; Lianghui Cai – Reading Research Quarterly, 2025
The effectiveness of distance learning primarily depends on the motivation and engagement of students. The aim of this article is to determine whether the developed online course enhances students' motivation to read and their engagement with contemporary American literature. The methodology is based on an experimental design. A mixed-methods…
Descriptors: Foreign Countries, Undergraduate Students, Distance Education, United States Literature
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Siowai Lo – Computer Assisted Language Learning, 2025
The design of tasks to induce learning from audiovisual input is vital for second/foreign language teachers and has attracted a good deal of attention in Computer-Assisted Language Learning (CALL) research. This study presents a new contribution to research in this area by investigating learner engagement in the context of vocabulary learning…
Descriptors: Captions, Video Technology, Computer Assisted Instruction, Second Language Instruction
Lu Ding; Meehyun Yoon; Dongho Kim – Journal of Computer Assisted Learning, 2024
Background: While the effectiveness of tutoring-style videos has been reported in previous studies conducted in laboratories, how these types of videos facilitate students' learning experiences and achievement has not been much explored in prior studies, which prevents discussion on how to design such tutoring-style videos. Objectives: In this…
Descriptors: Tutoring, Video Technology, Computer Assisted Instruction, Teaching Methods
Yang, Xiaoming; Hu, Jie – Innovation in Language Learning and Teaching, 2023
Purpose: This research investigated college student preferences for and engagement in mobile-assisted language learning (MALL) classes and whether the level of class engagement differed among students according to class preferences. Design/methodology/approach: Using a mixed-methods approach, 115 first-year college students who were experiencing…
Descriptors: Foreign Countries, College Students, Computer Assisted Instruction, Second Language Instruction
Zeleke B. Mekonnen; Destaw D. Yehualaw; Solomon M. Mengistie; Baye S. Mersha – Journal of Pedagogical Research, 2024
While computer animations have the potential to assist learners in understanding difficult concepts and eliminating misconceptions, studies supporting this claim are scarce. This study investigated how the 7E instructional model integrated with computer animations affected students' conceptual understanding and misconceptions about food making and…
Descriptors: Animation, Computer Assisted Instruction, Concept Formation, Misconceptions
Kun Dou; Huzaina Abdul Halim; Mohd Rashid Mohd Saad – European Journal of Education, 2025
Despite the rapid growth of integrating language learning applications into educational settings, limited studies have reported students' continuance intention to use mobile English learning applications in the mobile-assisted language learning (MALL) context. This study extended the expectation confirmation model (ECM) with mobile self-efficacy…
Descriptors: Telecommunications, Handheld Devices, Computer Assisted Instruction, Teaching Methods
Diana Gaviria; Juan Arango; Alejandro Valencia-Arias; Lemy Bran-Piedrahita; Ángel Marcelo Rojas Coronel; Alejandra Romero Díaz – Cogent Education, 2024
The literature has identified a significant dropout of students at the transition from high school to higher education, especially in areas related to mathematics. Therefore, new didactic tools have been identified to help teachers in the process of knowledge transfer, as simulators are an increasingly popular tool in their integration into…
Descriptors: Foreign Countries, Undergraduate Students, Accounting, Mathematics Education
G. V. Hindumathi; Sravya P. – Journal on School Educational Technology, 2024
Education is the most powerful weapon that can be used to change the world, whether in a developed or underdeveloped country. The present e-learning frameworks are changing rapidly with the change in technology and the need for education. However, one of the main problems is the unavailability of effective learning models and collaborative tools…
Descriptors: Visualization, Electronic Learning, Science Instruction, Literature Reviews
Kristi M. Bockorny; Theresa M. Giannavola; Shalini Mathew; Hannah D. Walters – Active Learning in Higher Education, 2024
In order to navigate enrollment challenges, universities are scheduling more online and blended courses including HyFlex courses which offer students flexibility in their method of attendance. The goal of this study is to explore student engagement in HyFlex courses. However, there is limited research supporting the effectiveness of HyFlex courses…
Descriptors: College Students, In Person Learning, Blended Learning, Asynchronous Communication
Erëmirë R. Aliu; Teuta Jusufi Zenku; Egzona Iseni; Shpetim Rexhepi – International Electronic Journal of Mathematics Education, 2025
This study explores the effectiveness of GeoGebra in enhancing students' understanding of vectors in mathematics education. The research compares traditional teaching methods with the application of GeoGebra to determine its impact on conceptual and procedural knowledge acquisition. Vectors are often challenging for students to grasp due to their…
Descriptors: Mathematics Education, Mathematics Instruction, Teaching Methods, Computer Assisted Instruction