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Showing 1 to 15 of 64 results Save | Export
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Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
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Almås, Håvard; Pinkow, Felix; Giaever, Fay – Smart Learning Environments, 2023
While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players' individual experiences can, however, contribute to a more nuanced utilization of learning games and to…
Descriptors: Game Based Learning, Learning Experience, College Students, Cooperative Learning
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Xiu-Yi Wu – Education and Information Technologies, 2025
Blended collaborative learning has emerged as an effective pedagogical model that integrates face-to-face and online learning environments, offering a dynamic platform for deep learning--characterized by critical thinking, knowledge synthesis, and application. However, existing research offers mixed findings on how blended collaborative learning…
Descriptors: Blended Learning, Cooperative Learning, Learning Processes, Structural Equation Models
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Lianyu Cai; Mgambi Msambwa Msafiri; Daniel Kangwa – Education and Information Technologies, 2025
This systematic literature review explored the impact of integrating AI tools in higher education using the Zone of Proximal Development (ZPD) by Lev Vygotsky. It examined how AI tools assist the students in identifying and operating within their ZPD, how to create and facilitate a collaborative learning environment, and how to provide the…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technology Integration, Higher Education
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Laura J. Petranek; Cara Gallegos – College Teaching, 2024
Mobile technology has changed the landscape of post-secondary education. This descriptive study examined student and instructor perceptions of student learning and engagement while using mobile technology. Overall, student perceptions of learning and engagement were neutral; however, instructors reported higher positive perceptions on both…
Descriptors: Learner Engagement, Universities, Handheld Devices, Telecommunications
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Natalie Nussli; Kevin Oh – Journal of Educational Technology Systems, 2024
This mixed-methods study captures multiple stakeholders' voices and experiences of a hybrid-flexible (HyFlex) learning environment. It juxtaposes different perceptions of learning experiences, equivalency, and interactions. Tutor strategies to facilitate communication across space are explored. Thirty-six undergraduate students experienced the…
Descriptors: Educational Environment, Blended Learning, Undergraduate Students, Synchronous Communication
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Chi Hong Leung – Asian Journal of Contemporary Education, 2024
The purpose of this paper is to study the topic of prompt engineering, which serves as a valuable tool for teachers in creating optimal prompts that effectively enhance students' learning experiences with ChatGPT. This paper explores a variety of strategies related to prompt engineering. These strategies include assigning specific roles to…
Descriptors: Teaching Methods, Technology Uses in Education, Computer Software, Cues
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Sarah Huxley – International Journal of Contemporary Educational Research, 2024
This paper presents how a playful and embodied pedagogical approach (fun-ing) (Huxley, 2023) was applied to an international online poetry workshop for young people, and in doing so, foregrounds qualities of learning experiences, rather than neo-liberal skills-based outcomes alone. The methodology of fun-ing is grounded in a reflexive and emplaced…
Descriptors: Foreign Countries, Poetry, Workshops, International Programs
Xiaoman Wang – ProQuest LLC, 2024
This study presents a collaborative learning experience design aimed to promote Algorithmic Literacy (AL) among middle school students. Developed in partnership with middle school teachers and students, the design addresses the need to equip students with the knowledge and skills necessary to navigate an algorithm-driven digital landscape. The…
Descriptors: Middle School Students, Algorithms, Multiple Literacies, Cooperative Learning
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Vlachopoulos, Panos; Jan, Shazia K.; Buckton, Rodney – College Teaching, 2020
This paper reports the results from the implementation of Team-Based Learning (TBL) methodology at a large Australian university. The study found a significant difference between students' learning experience and hours spent studying pre and post TBL. The study also found a significant positive relationship between in-built TBL assessments and…
Descriptors: Cooperative Learning, Instructional Effectiveness, Foreign Countries, Learning Experience
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Justin Edwards; Andy Nguyen; Joni Lämsä; Marta Sobocinski; Ridwan Whitehead; Belle Dang; Sanna Järvelä – Higher Education Research and Development, 2025
As advanced technologies such as Artificial Intelligence (AI) become increasingly integrated into Higher Education (HE) learning spaces, these environments adapt to changing technologies and goals of educators and learners. As such, designing learning spaces requires HE researchers to imagine future learning spaces. In this article, we present a…
Descriptors: Educational Facilities Design, Technological Advancement, Student Attitudes, Colleges
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Gemma Scarparolo – Australasian Journal of Gifted Education, 2025
Intellectually gifted students have the right to appropriately challenging learning experiences and the right to reach their potential. In Australia, most intellectually gifted students are in mixed-ability classes and teachers are expected to differentiate to meet the specific learning needs of students across the full range of abilities; yet…
Descriptors: Foreign Countries, Elementary School Curriculum, Elementary School Students, Elementary School Teachers
David Paul Cupolo – ProQuest LLC, 2023
Numerous students across the United States are observed as being disengaged and bored in several of their learning experiences. Similarly, innumerable students also self-report being bored and disengaged. Over 40% of South Carolina (SC) students in Grades 3-8 report being compliant, disengaged, or mixed in all three domains (behaviorally,…
Descriptors: Instructional Leadership, Attitudes, Attention, Learner Engagement
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Bai, Shurui; Hew, Khe Foon; Gonda, Donn Emmanuel; Huang, Biyun; Liang, Xinyi – International Journal of Educational Technology in Higher Education, 2022
We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial goal-access-feedback-challenge-collaboration model…
Descriptors: Game Based Learning, Models, Fantasy, Electronic Learning
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Candace Lapan; Sara E. Rimm-Kaufman; Eileen G. Merritt – Grantee Submission, 2024
The current study examined Connect Science, a service-learning program which incorporates social and emotional learning lessons and science lessons developed around Next Generation Science Standards. Guided by Self-Determination Theory, focus groups with 8 Connect Science classrooms and 8 control classrooms investigated fourth graders' experience…
Descriptors: Service Learning, Grade 4, Elementary School Students, Personal Autonomy
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