Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 10 |
Since 2016 (last 10 years) | 18 |
Since 2006 (last 20 years) | 42 |
Descriptor
Active Learning | 45 |
Electronic Learning | 45 |
Internet | 45 |
Foreign Countries | 25 |
Educational Technology | 19 |
Computer Mediated… | 14 |
Teaching Methods | 14 |
Distance Education | 13 |
Student Projects | 13 |
Online Courses | 12 |
College Students | 11 |
More ▼ |
Source
Author
Hou, Huei-Tse | 2 |
Admiraal, W. | 1 |
Akkerman, S. | 1 |
Al-Khatib, Hayat | 1 |
Archambault, Leanna | 1 |
Asmaa Fady Sharif | 1 |
Açikgül Firat, Esra | 1 |
Beller, David | 1 |
Bhattarai, Tilarupa | 1 |
Boop, Lauren | 1 |
Cabrera-Lozoya, Andres | 1 |
More ▼ |
Publication Type
Education Level
Audience
Researchers | 1 |
Students | 1 |
Location
Taiwan | 4 |
Australia | 3 |
China | 3 |
United Kingdom | 3 |
United States | 3 |
Germany | 2 |
Hong Kong | 2 |
Poland | 2 |
Africa | 1 |
Belgium | 1 |
Bulgaria | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Learning and Study Strategies… | 1 |
Rosenberg Self Esteem Scale | 1 |
What Works Clearinghouse Rating
Nitesh Kumar Jha; Plaban Kumar Bhowmik; Kaushal Kumar Bhagat – Educational Technology & Society, 2024
The aim of this study is to provide a current synthesis of Online Inquiry-Based Learning (OIBL) systems that use argumentation as a pedagogy. Data were collected from three databases: Scopus, Web of Science, and ERIC. The present review synthesized the findings of 73 studies from 2010 to June 2023. A qualitative content analysis was conducted to…
Descriptors: Electronic Learning, Active Learning, Inquiry, Internet
Maiti, Ananda; Raza, Ali; Kang, Byeong Ho – IEEE Transactions on Learning Technologies, 2021
The Internet-of-Things (IoT) is a collection of technologies to bring the Internet to physically embedded devices and to embed them deeply into human activities to aid in a variety of activities. IoT gained traction with developers and consumers in recent years, driven by low-cost open-source hardware that enables easy prototyping and testing. IoT…
Descriptors: Internet, Active Learning, Student Projects, College Students
Pavlou, Victoria – International Journal of Art & Design Education, 2022
It was widely expected that the academic year 2020-2021 would be a different experience for all involved in educational processes. Everybody had to readjust and reimagine their practice in order to respond to the new reality of teaching university courses online due to the COVID-19 pandemic. This article focuses on the challenges and opportunities…
Descriptors: Museums, Nonschool Educational Programs, Preservice Teachers, Internet
Yilmaz, Yusuf; Açikgül Firat, Esra – Malaysian Online Journal of Educational Technology, 2023
This study aims to determine the predictive effect of attitudes toward digital technologies, gender, grade level, and internet usage time on project based virtual learning qualifications (PBVLQ) of secondary school students. The research design is a predictive correlational study. The sample of the research was 703 6th, 7th and 8th grade students…
Descriptors: Secondary School Students, Active Learning, Student Projects, Electronic Learning
Manfra, Meghan; Grant, Meghan; Turcol, Kasey; Boop, Lauren; Beller, David; Grow, Mark; Grondziowski, Anthony – Social Education, 2021
A full year after the COVID-19 crisis began, most schools are still offering instruction completely online or via hybrid models. As educators were forced to quickly adjust to the new digital environment of education, the nation faced an unprecedented series of social crises, including rising unemployment and economic disparities, racial…
Descriptors: Social Studies, Electronic Learning, Educational Resources, Internet
Jennifer M. Vandiver – ProQuest LLC, 2024
The present study investigated the experiences of educators who taught in the virtual world Second Life®. Second Life has shown promise in the field of higher education but identified gaps exist: the identification of a set of best practices, a foundational theory, and educators' experiences using Second Life in higher education. Using a single…
Descriptors: Teacher Attitudes, Computer Games, Computer Mediated Communication, Technology Integration
Fatma Alzahraa Abdelsalam Elkhamisy; Asmaa Fady Sharif – Interactive Learning Environments, 2024
Basic medical sciences education is characterized by the provision of large amounts of theoretical information that leaves little opportunity for promoting student creativity or motivation. In response, the authors investigated meme-related project-based learning (PBL). Memes are humorous media that are widely exchanged online. 1477 students were…
Descriptors: Active Learning, Student Projects, Visual Aids, Internet
Mirtschewa, Iliana – International Association for Development of the Information Society, 2021
The paper presents the aims and the design of the international e-learning course for teacher training "International Project" / Internet and Competence to work on the Project"/IPC/, organized with students from the Sofia University "St. Kliment Ohridski" (Bulgaria) and universities from Germany, USA, Spain, Japan, Sweden…
Descriptors: Preservice Teacher Education, Global Approach, Learning Processes, Electronic Learning
Sharma, Muna; Onta, Mandira; Shrestha, Sulochana; Sharma, Mohan Raj; Bhattarai, Tilarupa – Asian Journal of Distance Education, 2021
COVID-19 pandemic has adversely affected the education system worldwide; consequently, education has been shifted to remote learning mode. There is still confusion regarding the effectiveness of remote learning compared to in-person education. Therefore, this study aimed to assess the perceived effectiveness and factors affecting emergency remote…
Descriptors: COVID-19, Pandemics, Distance Education, Electronic Learning
Peled, Yehuda; Pundak, David; Weiser-Biton, Rivka – Technology, Pedagogy and Education, 2020
The study examines to what extent a student who is intuitive and comfortable with information consuming becomes a more critically thinking learner. The study was based on connectivism theory, which was applied to planning and executing an introductory course on online learning, with the objective of encouraging students to take an active approach…
Descriptors: Undergraduate Students, Critical Thinking, Electronic Learning, Student Attitudes
Hokanson, Brad; Hendrickson, Meghan – Quarterly Review of Distance Education, 2020
In response to the COVID-19 pandemic, the University of Minnesota shifted all instruction to remote learning in mid-March 2020, including all classes in the College of Design. This case focuses on a studio course in interior design with 16 students. The classes used a range of different computer technologies. These technologies include Zoom,…
Descriptors: College Students, Studio Art, Interior Design, Distance Education
Saadatdoost, Robab; Sim, Alex Tze Hiang; Jafarkarimi, Hosein; Hee, Jee Mei – International Journal of Information and Communication Technology Education, 2016
Massive Open Online Courses (MOOC) are becoming increasingly difficult to ignore in online education. Recent developments in MOOC have heightened the need for understanding the MOOC. The issue of an in-depth understanding of the MOOC setting has been a key subject within the field of qualitative research. However, far too little attention has been…
Descriptors: Online Courses, Electronic Learning, Active Learning, Internet
Vander Ark, Tom – Educational Leadership, 2021
Throughout the pandemic, the Getting Smart team (which Tom Vander Ark leads as CEO) worked with public school districts in Kansas, Missouri, and Texas, as well as charter schools in six additional states to support hybrid, virtual, and return-to-school strategies and plans. During the year and a half that education systems spent in crisis…
Descriptors: COVID-19, Pandemics, Educational Change, Educational Trends
Dakin, Glenn H. – Online Submission, 2016
Life-long learning is a process. Learning skill ability is common to all as well as individually unique. A learner's beliefs are constantly susceptible to conditioning from external expectations. A discussion reflects on techniques for strengthening distance-learning skills in this technological age.
Descriptors: Learning Processes, Student Centered Learning, Distance Education, Lifelong Learning
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games