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Jian-Wei Lin; Hong-Ren Chen – Journal of Computer Assisted Learning, 2024
Background: Team-based learning (TBL) is a widely recognised pedagogical strategy used in diverse fields and courses. Despite the success of TBL, certain concerns have arisen regarding social loafing within group collaboration contexts; this loafing can reduce the overall effectiveness of learning. Objectives: This study addressed the…
Descriptors: Teamwork, Group Instruction, Consciousness Raising, Electronic Learning
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Lianghai Chu – Education and Information Technologies, 2025
The rapid advancement of artificial intelligence (AI) technology has enabled the creation of digital human instructors with human-like visual and verbal characteristics. This study investigates the impact of human likeness on learner satisfaction within e-learning environments, drawing on the "Uncanny Valley" theory and the Experience…
Descriptors: Student Satisfaction, Computer Assisted Instruction, Electronic Learning, Artificial Intelligence
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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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McNeill, Laura; Fitch, Donna – TechTrends: Linking Research and Practice to Improve Learning, 2023
Microlearning provides a valuable and efficient strategy for delivering content to students. As online enrollments continue to increase, further research is needed to determine how students experience microlearning in an online learning format. In this qualitative study, a focus group was used to explore how learners experienced an online…
Descriptors: Electronic Learning, Learning Activities, Instructional Design, Cognitive Processes
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Amanda Bastoni; Sarah Goldammer; Luis Pérez; Tara Schwab; Erin Vobornik – COABE Journal: The Resource for Adult Education, 2023
Universal Design for Learning (UDL) is a research-based educational framework developed almost 40 years ago by the Center for Applied Special Technology (CAST). While the framework has been utilized by adult educators to design inclusive learning experiences that support "all" learners (CAST, n.d.), the framework has yet to be explored…
Descriptors: Access to Education, Adult Educators, Faculty Development, Electronic Learning
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Ong, Sharmaine Gek Teng; Quek, Gwendoline Choon Lang – Learning Environments Research, 2023
Online teaching and learning has become more prominent and prevalent with digital platforms becoming the only means of communication in lessons. The resulting limited teacher-student interactions can be an important contributing factor in the rise of ineffective learning. Therefore, it has become necessary to enhance these interactions during…
Descriptors: Secondary School Students, Learner Engagement, Teacher Student Relationship, Interaction
Juanita Sharpe – ProQuest LLC, 2024
The current study delved into the problematic achievement gap between African-American graduates students and other groups, specifically in the online learning environment. African-American graduate students' lower achievement is problematic due to its lost opportunity costs and social subjugation of an entire group of Americans. The study's…
Descriptors: African American Students, College Students, Learning Motivation, Learner Engagement
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Stefan, Ioana A.; Gheorghe, Ancuta Florentina; Stefan, Antoniu; Piki, Andriani; Tsalapata, Hariklia; Heidmann, Olivier – International Journal of Mobile and Blended Learning, 2022
The goal of this paper is to explore how game-based experiences can be leveraged through mobile technology to activate learner engagement and achieve a seamless connection between formal and informal learning. The paper presents a mobile game authoring tool that enables educators to create gamified lesson paths, drawing on the concept of atomic…
Descriptors: Game Based Learning, Learning Experience, Electronic Learning, Handheld Devices
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Richardson, Lindsay D. – Research in Learning Technology, 2023
With the shift to online learning, many instructors have been forced into course delivery that involves educational lecture videos. There are a number of different elements that impact the quality of educational videos and overall student experience (e.g. instructor eye gaze, audio levels, screen sizing). More specifically, research has…
Descriptors: Video Technology, Electronic Learning, Lecture Method, College Students
Moneera Abdulaziz Alsubaihi – ProQuest LLC, 2024
Societies are increasingly aware of the need to connect and communicate globally. Thus, navigating diverse cultural contexts becomes critical, which necessitates intercultural competence--the skill of effective communication and understanding across cultures. As the digital age reshapes our interactions, online learning platforms have emerged as…
Descriptors: Electronic Learning, Language Acquisition, Learning Activities, Intercultural Communication
Brittany D. Anthony – ProQuest LLC, 2023
This qualitative study will explore how MSW faculty describe a community in online courses and what strategies they use in fostering a sense of community within courses from an online Master of Social Work program at the University of South Florida. There is an imperative need to ensure online courses provide a sense of community to support…
Descriptors: Sense of Community, Electronic Learning, Online Courses, Interpersonal Relationship
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Eda Bakir-Yalçin; Yasemin Koçak Usluel – Education and Information Technologies, 2024
Student engagement is a multidimensional construct, indicates actual learning experiences and is affected by emotions. Negative and positive achievement emotions play an important role in engagement. In the light of Control-Value Theory and the Extended Process Model of Emotion Regulation, a model was developed and tested to investigate the…
Descriptors: Electronic Learning, Learner Engagement, Academic Achievement, Psychological Patterns
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Camilla Kin Ming Lo; Crystal Kwan; Yuet Wing Cho – Journal of Social Work Education, 2024
Using mixed quantitative and qualitative methods, the current study examined the efficacy of fully online flipped classroom. 250 Chinese undergraduate social work students, with 126 students experienced the conventional online teaching method and 124 students learned with the online flipped classroom approach, were involved. The quantitative…
Descriptors: Flipped Classroom, Electronic Learning, Learning Experience, Environmental Influences
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Joseph T. Wong; Edward Chen; Natalie Au-Yeung; Bella S. Lerner; Lindsey Engle Richland – Education and Information Technologies, 2024
Traditionally, learning among young students has taken place within structured, physical classroom settings. However, the emergence of distance learning has introduced a diverse range of learning methods, including online, hybrid, and blended approaches. When the COVID-19 pandemic led to extended delays in in-person instruction, use of educational…
Descriptors: Electronic Learning, Learning Experience, Attention Span, Interests
Shalieka Tiffia Burris – ProQuest LLC, 2024
This study examined adult learners' satisfaction, motivation, and engagement in online academic writing courses. Utilizing a mixed method, causal-comparative design, the study investigated the experiences of adult learners, who have distinctive characteristics from traditional learners. The findings revealed that adult learners are highly…
Descriptors: Adult Learning, Online Courses, Academic Language, Writing Instruction
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