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Hai Li; Wanli Xing; Chenglu Li; Wangda Zhu; Hyunju Oh – British Journal of Educational Technology, 2025
Mathematical stories can enhance students' motivation and interest in learning mathematics, thereby positively impacting their academic performance. However, due to resource constraints faced by the creators, generative artificial intelligence (GAI) is employed to create mathematical stories accompanied by images. This study introduces a method…
Descriptors: Mathematics Education, Story Telling, Readability, Artificial Intelligence
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Schmitz, Birgit; Hanke, Katja – Journal of Computer Assisted Learning, 2023
Background: The COVID-19 lockdown forced students and teachers to adjust to remote lecturers and digital learning material and design criteria for online classes became the centre of discussion. Objectives: The purpose of this empirical study was to investigate the relationship between design principles of educational online practices in higher…
Descriptors: Learner Engagement, Expectation, Instructional Effectiveness, Instructional Design
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Welbers, Kasper; Konijn, Elly A.; Burgers, Christian; de Vaate, Anna Bij; Eden, Allison; Brugman, Britta C. – E-Learning and Digital Media, 2019
In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase…
Descriptors: Foreign Countries, College Students, Educational Games, Computer Oriented Programs
Furr, Daniel; Williamson, Manda – Pearson, 2019
Revel is an interactive learning environment intended to help students prepare for class by reading a little, then doing a little. Within Revel, there are several different learning products. Each product consists of instructional text interspersed with videos, interactive elements and assessments. Revel for "Psychology," 1st edition by…
Descriptors: Psychology, Undergraduate Students, Teaching Methods, Blended Learning
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Armier, David Des, Jr.; Shepherd, Craig E.; Skrabut, Stan – College Teaching, 2016
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and desired behavior. This study examined participant's willingness to take part in gamified activities where reward systems were not directly tied to course grades. Participants enrolled in a technology integration course for preservice teachers, were…
Descriptors: Educational Games, Learner Engagement, Assignments, Rewards
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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Bonk, Curtis J.; Lee, Mimi Miyoung – Journal of Learning for Development, 2017
This research targeted the learning preferences, goals and motivations, achievements, challenges, and possibilities for life change of self-directed online learners enrolled in a massive open online course (MOOC) related to online teaching hosted by Blackboard using CourseSites. Data collection included a 40-item survey, of which 159 MOOC…
Descriptors: Learning Motivation, Academic Achievement, Independent Study, Open Education
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McDaniel, Elizabeth A. – Journal of Information Technology Education: Innovations in Practice, 2011
The academic credit hour, developed over 100 years ago, does not accommodate online and other instructional innovations. The academic credit hour is an Industrial Age metric based on seat-time, or contact time that faculty and students spend together in a classroom. Online education does not require that students and faculty be in the same place…
Descriptors: Instructional Design, Course Content, Conventional Instruction, Measurement Techniques