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Showing 1 to 15 of 26 results Save | Export
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Nina Bergdahl; Melissa Bond; Jeanette Sjöberg; Mark Dougherty; Emily Oxley – International Journal of Educational Technology in Higher Education, 2024
Educational outcomes are heavily reliant on student engagement, yet this concept is complex and subject to diverse interpretations. The intricacy of the issue arises from the broad spectrum of interpretations, each contributing to the understanding of student engagement as both complex and multifaceted. Given the emergence and increasing use of…
Descriptors: Learner Engagement, College Students, Student Behavior, Educational Technology
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Hyun-Bin Hwang; Matthew D. Coss; Shawn Loewen; Kaitlyn M. Tagarelli – Studies in Second Language Acquisition, 2024
Research on mobile-assisted language learning (MALL) has revealed that high rates of attrition among users can undermine the potential benefits of this learning method. To explore this issue, we surveyed 3,670 adult MALL users based on the Unified Theory of Acceptance and Use of Technology (UTAUT) and also conducted an in-depth analysis of their…
Descriptors: Learner Engagement, Handheld Devices, Nontraditional Students, Adults
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Lijia Lin; Shan Li; Xiaoshan Huang; Fu Chen – Distance Education, 2024
The purpose of the study was to examine (a) students' social annotation behaviors and engagement change in an undergraduate course throughout the semester, and (b) which social annotation behaviors impact active engagement time. A total of 91 university students' social annotation behaviors, as well as their active engagement time in readings,…
Descriptors: Computer Mediated Communication, Documentation, Undergraduate Students, Student Behavior
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Michelle Alvarado; Katie Basinger-Ellis; Behshad Lahijanian; Meserret Karaca; Diego Alvarado – Advances in Engineering Education, 2023
Student preferences for digital learning and the COVID-19 pandemic have increased demand for asynchronous learning activities, including pre-recorded video lectures. However, there are varying recommendations and a lack of data-driven results for how long video lectures should be. This study has two purposes: (1) To determine and understand…
Descriptors: Student Attitudes, Engineering Education, Electronic Learning, Educational Technology
Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
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Shan Li; Xiaoshan Huang; Gaoxia Zhu; Hanxiang Du; Tianlong Zhong; Chenyu Hou; Juan Zheng – Journal of Computer Assisted Learning, 2024
Background: Social annotation has emerged as a promising educational technology that fosters collaborative reading and discussion of digital resources among learners. While the positive impact of social annotation on students' learning process and performance is widely acknowledged, students' behavioural patterns in social annotation are…
Descriptors: Undergraduate Students, Cooperative Learning, Reading Strategies, Group Activities
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McKee, Connor; Ntokos, Konstantinos – Research in Learning Technology, 2022
Microlearning, in which lecture recordings are segmented into parts, saw renewed focus as a means of maintaining student engagement amid the challenging conditions of the COVID-19 pandemic. While many institutions shifted to remote provision with segmented lecture recordings, there is a lack of consensus about the length that these segments should…
Descriptors: Learning Activities, Electronic Learning, Learner Engagement, Higher Education
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Wisittanawat, Panchompoo; Gresalfi, Melissa S. – Journal of the Learning Sciences, 2021
Background: Educational video games are increasingly used in classrooms because they can offer meaningful contexts for problem solving. However, educational video games bring together two historically disparate activities: school mathematics and video games. How these two activities complement, compromise, or contradict each other influences how…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Mathematics Instruction
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Chen, Jiangping; Zhang, Yang; Wei, Yueer; Hu, Jie – Research in Science Education, 2021
Science excellence is associated not only with a student's inherent aptitude but also a range of contextual factors. The objective of this paper was to identify the most important contextual characteristics of top performers in scientific literacy, by simultaneously considering factors at the PISA questionnaire-based student, family, and school…
Descriptors: Scientific Literacy, Science Achievement, High Achievement, Foreign Countries
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Schardt, Alyssa A.; Miller, Faith G.; Bedesem, Peña L. – Journal of Positive Behavior Interventions, 2019
Students who are not academically engaged spend less time mastering material, are less likely to be successful in school, and are more likely to be disruptive. The purpose of the current brief report was to investigate the effects of a technology-based self-monitoring intervention on elementary students' academic engagement during independent work…
Descriptors: Self Management, Learner Engagement, Educational Technology, Technology Uses in Education
Altaweel, Nora A. – ProQuest LLC, 2018
A choice-making strategy is an antecedent control that has proven to be effective for students with problem behaviors. Because students with Attention-deficit/Hyperactivity Disorder (ADHD) may display disruptive behaviors and show poor academic performance, it has been suggested that incorporating choice-making strategies into academic instruction…
Descriptors: Attention Deficit Hyperactivity Disorder, Behavior Problems, Low Achievement, Participative Decision Making
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McCoy, Dacia M.; Morrison, Julie Q.; Barnett, Dave W.; Kalra, Hilary D.; Donovan, Lauren K. – Psychology in the Schools, 2017
As technology becomes more accessible and acceptable in the preschool setting, teachers need effective strategies of incorporating it to address challenging behaviors. A nonconcurrent delayed multiple baseline design in combination with an alternating treatment design was utilized to investigate the effects of using iPad tablets to display video…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Haselhorst, Crystal – ProQuest LLC, 2017
The purpose of this study was to determine if one-to-one Chromebook use has an effect on student engagement and how one-to-one Chromebooks are used as an instructional tool. Specifically, what are the perceptions of middle school administrators and middle school core content-area teachers on one-to-one Chromebook use as an instructional tool and…
Descriptors: Laptop Computers, Educational Technology, Computer Uses in Education, Middle Schools
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Spector, J. Michael; Kim, ChanMin – Australian Journal of Education, 2014
The concept of intentional learning is well established in the educational community. Intentional learning implies that there is a recognized learning goal and that those involved are rational agents who can make choices with regard to achieving that goal. There are typically two different kinds of people involved in a learning situation--learners…
Descriptors: Intentional Learning, Educational Technology, Technology Integration, Goal Orientation
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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
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