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Ali Soleymani; Maarten De Laat; Marcus Specht – Electronic Journal of e-Learning, 2025
Gamification has emerged as a promising strategy to enhance student engagement and learning outcomes in computer science education. This study uses Wenger's Value Creation Framework to evaluate and design the gamification elements in the "Answers" platform, a Professional Learning Network (PLN) developed at TU Delft. Using a…
Descriptors: Computer Science Education, Game Based Learning, Interpersonal Relationship, Student Motivation
Raharjo, Satrio Raffani; Handayani, Putu Wuri; Putra, Panca Oktavia Hadi – Electronic Journal of e-Learning, 2021
E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g.,…
Descriptors: Active Learning, Game Based Learning, Integrated Learning Systems, Electronic Learning
Suriagiri, S.; Norlaila, N.; Wahyurudhanto, Albertus; Akrim, A. – Electronic Journal of e-Learning, 2022
The education sector was severely impacted due to the pandemic; thus, educational institutions had to shift toward an online learning system. This adaptation in the educational system posits a challenging question: which mode of learning would be best to engage and satisfy the students in the post-COVID-19 era? Therefore, drawing on the…
Descriptors: Electronic Learning, In Person Learning, Comparative Analysis, Student Motivation
Wolverton, Colleen Carraher; Guidry Hollier, Brandi N.; Lanier, Patricia A. – Electronic Journal of e-Learning, 2020
As countless regional, national, and international accrediting bodies continue to employ student engagement measures as mechanisms for quality assurance, universities become more intent on achieving this important gauge of student success. Specifically, the growth in enrollment in distance learning programs adds a unique level of complexity…
Descriptors: Self Efficacy, Computer Literacy, Learner Engagement, Group Experience
Cui, Tristan; Coleman, Andrew – Electronic Journal of e-Learning, 2020
In a flipped classroom, students engage in active learning during class time and have individual informationtransmission outside class time. University students need to complete the pre/post-class activities to fully benefit from flipped classroom. It is important that teachers adopt practical methods including teacher-student out-of-classroom…
Descriptors: Student Attitudes, Student Motivation, Student Participation, Academic Achievement
Seo, Ji-Young – Electronic Journal of e-Learning, 2022
The present study investigates the preferences of students regarding the principles for the effective design of instructional videos to identify factors that influence engagement. A questionnaire was distributed to 232 students enrolled in online liberal arts classes at a private university in South Korea. Frequency analysis was conducted to…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Charbonneau-Gowdy, Paula; Chavez, Jessica – Electronic Journal of e-Learning, 2019
A growing trend in higher education institutions (HE) to move course offerings to Blended Learning (BL) modes is challenging many of our traditional views and practices of teaching and learning. Part of the problem is that many of those working within these institutions at the "macro," "meso" and "micro" levels have…
Descriptors: Foreign Countries, Undergraduate Students, Learner Engagement, Blended Learning
Razzak, Rima Abdul; Hasan, Zuheir; Stephen, Arpan – Electronic Journal of e-Learning, 2020
Since its inception, the College of Medicine and Medical Sciences (CMMS) at the Arabian Gulf University (AGU) has adopted the problem based (PBL) pedagogy in Medicine relying on paper-based trigger material. However, delivery of such paper-based triggers during tutorial sessions was not optimal to promote medical student interactivity and…
Descriptors: Medical Students, Problem Based Learning, Information Storage, Instructional Effectiveness
Jayashanka, Rangana; Hettiarachchi, E.; Hewagamage, K. P. – Electronic Journal of e-Learning, 2022
During the COVID-19 pandemic period, all the Sri Lankan universities delivered lectures in fully online mode using Virtual Learning Environments. In fully online mode, students cannot track their performance level, their progress in the course, and their performances compared to the rest of the class. This paper presents research work conducted at…
Descriptors: Foreign Countries, Technology Uses in Education, Learning Analytics, Electronic Learning
Najjemba, Josephine Lutaaya; Cronjé, Johannes – Electronic Journal of e-Learning, 2020
Digitally mediated role plays indicate potential for collaboration, social exchange of information and knowledge as well as motivation for learning beyond classroom time. These elements are critical for ESL learners' development of language and argumentative writing practices. The aim of this research project was to investigate how students'…
Descriptors: Learner Engagement, Student Participation, Role Playing, Cooperative Learning
Nortvig, Anne-Mette; Petersen, Anne Kristine; Balle, Søren Hattesen – Electronic Journal of e-Learning, 2018
In higher education, e-learning is gaining more and more impact, especially in the format of blended learning, and this new kind of traditional teaching and learning can be practiced in many ways. Several studies have compared face-to-face teaching to online learning and/or blended learning in order to try to define which of the formats provides,…
Descriptors: Electronic Learning, Blended Learning, Outcomes of Education, Higher Education
Gynther, Karsten – Electronic Journal of e-Learning, 2016
The research project has developed a design framework for an adaptive MOOC that complements the MOOC format with blended learning. The design framework consists of a design model and a series of learning design principles which can be used to design in-service courses for teacher professional development. The framework has been evaluated by…
Descriptors: Online Courses, Blended Learning, Professional Development, Research Projects
Derr, Katja – Electronic Journal of e-Learning, 2017
E-learning has made course evaluation easier in many ways, as a multitude of learner data can be collected and related to student performance. At the same time, open learning environments can be a difficult field for evaluation, with a large variance in participants' knowledge level, learner behaviour, and commitment. In this study the…
Descriptors: Web Based Instruction, Electronic Learning, Mathematics Instruction, Course Evaluation
Online Continuing Education for Health Professionals: Does Sticky Design Promote Practice-Relevance?
Zaghab, Roxanne Ward; Maldonado, Carlos; Whitehead, Dongsook; Bartlett, Felicia; de Bittner, Magaly Rodriguez – Electronic Journal of e-Learning, 2015
Online continuing education (CE) holds promise as an effective method for rapid dissemination of emerging evidence-based practices in health care. Yet, the field of CE continues to develop and delivery is predominately face-to-face programs. Practice-oriented online educational methods and e-learning platforms are not fully utilized. Educational…
Descriptors: Professional Continuing Education, Health Personnel, Electronic Learning, Learner Engagement
Marklund, Björn Berg; Taylor, Anna-Sofia Alklind – Electronic Journal of e-Learning, 2016
The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…
Descriptors: Educational Games, Learner Engagement, Case Studies, Preschool Teachers
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