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Ana Manzano-Leo´n; Jose´ M. Rodri´guez-Ferrer; Jose´ M. Aguilar-Parra – Journal of Chemical Education, 2023
This study assesses the effects of an educational gamification program on motivation, engagement, and flow for high school students from socially disadvantaged communities. A quantitative comparison was carried out with pretest--post-test measurements with intervention and control groups. A total of 216 students from two high schools in socially…
Descriptors: Game Based Learning, High School Students, Comparative Analysis, Learning Motivation
Neff, Andrew S.; Mischel, Jenny; Yang, Evan – Teaching of Psychology, 2023
Background: Instructors often try to promote student engagement with discussion boards in learning management systems (LMS) like Canvas. Although convenient, alternatives like the social media platform Reddit may be more effective. Method: A non-randomized controlled trial compared the use of Canvas and Reddit in two sections of two undergraduate…
Descriptors: Comparative Analysis, Undergraduate Students, Student Participation, Computer Mediated Communication
Tarosh Jacob; Stephanie Centofanti – Journal of Computing in Higher Education, 2024
Innovative, pedagogically informed instructional design is instrumental in increasing student engagement and improving learning outcomes in online learning environments. Interactive learning resources provide students with the opportunity to engage with content in a more personalised manner. H5P (HTML 5 Package) is a collaborative platform that…
Descriptors: Instructional Design, Outcomes of Education, Learning Management Systems, Cooperative Learning
Stephen M. Fitzjohn; Alice M. Semenenko; Frances M. MacMillan – Advances in Physiology Education, 2025
In response to a decline in the numeracy skills and confidence of first-year biomedical science undergraduate students, a series of quizzes was developed to encourage students to practice their numeracy skills with topic-related problems. The quizzes were created using existing tools in the online learning platform Blackboard (Blackboard, Inc.).…
Descriptors: Active Learning, Numeracy, Self Efficacy, Learning Management Systems
Richard M. Baylis; Malcolm J. Beynon – Accounting Education, 2024
Lecture Capture (LC) material is accepted to be an available and accessible resource for students in universities across the world. This exploratory study investigates the "when viewing" LC material engagement of accounting undergraduate students. Three categories of engagement are defined, Near-Event-Viewing (NEV), Get-Round-to-Viewing…
Descriptors: Accounting, Lecture Method, Teaching Methods, Undergraduate Students
Hemy Ramiel; Eran Fisher – Learning, Media and Technology, 2024
This paper adds an algorithmic epistemology perspective to previous works that examine the datafication of subjective social and emotional characteristics, perceptions, and behaviours. The paper employs a comparative epistemological approach to explore two behavioural educational platforms: RedCritter Teacher and Panorama Education. We unpack…
Descriptors: Epistemology, Social Emotional Learning, Data, Higher Education
Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
Wendy James; Grainne Oates; Nikki Schonfeldt – Accounting Education, 2025
There is growing support to the argument that effective use of technology in blended learning initiatives, such as gamification, can influence student retention and combat low levels of student engagement as well as improve academic performance. The aim of this study is to investigate the effectiveness of a gamified mobile application (GMA)…
Descriptors: Accounting, Business Education, Learner Engagement, Instructional Materials
Rico Putra Pradana; Ave Adriana Pinem; Putu Wuri Handayani – Journal of Educators Online, 2024
This study uses self-determination theory to examine the effect of gamification on the students' behavioral, emotional, and cognitive engagement in online discussion forums by providing more instructor badges than automatic badges and using a quasi-experimental one-group pretest-posttest design. Behavioral engagement was measured using the number…
Descriptors: Learner Engagement, Game Based Learning, Scoring Rubrics, Comparative Analysis
Maloney, Suzanne; Axelsen, Megan; Galligan, Linda; Turner, Joanna; Redmond, Petrea; Brown, Alice; Basson, Marita; Lawrence, Jill – Online Learning, 2022
Driven by the increased availability of Learning Management System data, this study explored its value and sought understanding of student behaviour through the information contained in activity level log data. Specifically, this study examined analytics data to understand students' engagement with online videos. Learning analytics data from the…
Descriptors: Learning Analytics, Video Technology, Learning Management Systems, Comparative Analysis
Edina-Timea Opri?; Iuliana Zsoldos-Marchis; Edit Egri – Open Education Studies, 2024
Problem-solving competency is important not only in many careers but also in everyday life. Successful problem solvers regulate their cognitive processes and emotions. Our research aimed to study the impact of gamified problem sheets designed in Seppo on self-regulated learning skills. The intervention was carried out with second-year students in…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Problem Solving
Yara Olive Paterne Loua – ProQuest LLC, 2023
This dissertation explored the effect of Gagne's nine events of instruction on student academic achievement and satisfaction during an online English class for French speakers. A group of 30 Facebook users from French-speaking countries in North and Sub-Saharan Africa participated in the research. They were divided randomly into two groups: one…
Descriptors: French, Native Language, Second Language Learning, Second Language Instruction
Xiaoyu Xu; Siân Alsop; Helen Tsui – Language and Education, 2024
Although digital advances have enabled hundreds of universities to offer massive open online courses (MOOCs) to millions of students worldwide, the high dropout rate on these MOOCs indicates a disjunct between the potential of the offer and the success of its uptake. Many studies point to issues relating to interpersonal connection as a major…
Descriptors: MOOCs, Computer Science Education, Engineering Education, Dropout Rate
Alam, Md. I.; Malone, Lauren; Nadolny, Larysa; Brown, Michael; Cervato, Cinzia – Journal of Computer Assisted Learning, 2023
Background: The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar to gamification, personalized learning analytics dashboards can enhance student engagement. Objectives: This study explores the student experiences and academic achievements using…
Descriptors: Academic Achievement, Game Based Learning, Introductory Courses, STEM Education
Chunping Zheng; Xu Chen; Huayang Zhang; Ching Sing Chai – Language Learning & Technology, 2024
This quasi-experimental research investigates the employment of a formative assessment platform aided by artificial intelligence in an English public speaking course. The platform integrates deep learning, automatic speech recognition, and automatic writing evaluation. It provides automated assessment and immediate feedback on speakers' public…
Descriptors: Peer Evaluation, Comparative Analysis, Feedback (Response), Self Evaluation (Individuals)
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