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Chiaráin, Neasa Ní – Research-publishing.net, 2022
"An Corpas Cliste" ('Clever Corpus') is an Irish language learner corpus. The corpus data comes from a purpose-built intelligent Computer Assisted Language Learning (iCALL) platform called "An Scéalaí" ('the Storyteller') and comprises both audio and text, produced by second and third level learners of Irish. Metadata (e.g. L1,…
Descriptors: Computational Linguistics, Irish, Computer Assisted Instruction, Second Language Learning
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Zachary G. Johnson; David Houchins; Kris Varjas; Eli Jimenez; Tracy McKinney – Education and Treatment of Children, 2024
Students with high incidence disabilities in the public school system often perform multiple grade levels below their typically developing peers in mathematics achievement. These students exhibit lower levels of on-task behavior that limits their access to effective instruction, thus requiring instructional interventions that personalize learning,…
Descriptors: Mathematics Achievement, Blended Learning, Students with Disabilities, Intervention
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John Mingoia; Brianna Le Busque – Journal of Learning Development in Higher Education, 2022
Online higher education is experiencing growth in enrolment and development which creates a need to continually evaluate the efficacy of online course delivery. Prior research reported that performance in online education is equivalent to traditional face-to-face delivery; however, minimal research exists to identify which elements of course…
Descriptors: Foreign Countries, Undergraduate Students, Psychology, Online Courses
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Lavoue, Elise; Monterrat, Baptiste; Desmarais, Michel; George, Sebastien – IEEE Transactions on Learning Technologies, 2019
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to…
Descriptors: Educational Games, Educational Environment, Learner Engagement, Time on Task
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Kuiper, Alison; Solomonides, Ian; Hardy, Lara – Distance Education, 2015
This paper reports on an investigation into how staff teaching in compressed courses can encourage student engagement and enhance student use of learning time, despite significant restraints of time as well as distance. Typically these courses (described here as units) are expected to have comparable learning outcomes to their full-semester…
Descriptors: Time on Task, Learner Engagement, Time Management, Outcomes of Education
Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
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Schaaf, Ryan – Canadian Journal of Action Research, 2012
Digital Game-Based Learning (DGBL) activities were examined in comparison with effective, research-based learning strategies to observe any difference in student engagement and time-on task behavior. Experimental and control groups were randomly selected amongst the intermediate elementary school students ages 8 to 10 years old. Student…
Descriptors: Learner Engagement, Educational Strategies, Control Groups, Elementary School Students
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Kong, Siu Cheung – Computers & Education, 2011
An evaluation study was conducted to investigate the effect of the use of a computer-supported cognitive tool (CT) in the one-to-one classroom setting on student engagement, attainment and perceptions in learning common fractions. Two Primary 4 classes with 68 students participated in this study based on 11 teaching sessions lasting 455 min in…
Descriptors: Learner Engagement, Experimental Groups, Control Groups, Student Attitudes