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Showing 1 to 15 of 26 results Save | Export
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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Shen, Dandan; Chang, Chiung-Sui – Educational Technology Research and Development, 2023
The emergence of advanced information technology has revolutionized education and accentuated the demand for high-quality learning. However, many teachers fall short of using technology effectively and optimizing instructional design to promote deeper learning. To address this issue, this study proposes a four-element flipped learning model, which…
Descriptors: College Students, Flipped Classroom, Control Groups, Conventional Instruction
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Davy Tsz Kit Ng; Chee Wei Tan; Jac Ka Lok Leung – British Journal of Educational Technology, 2024
In recent years, AI technologies have been developed to promote students' self-regulated learning (SRL) and proactive learning in digital learning environments. This paper discusses a comparative study between generative AI-based (SRLbot) and rule-based AI chatbots (Nemobot) in a 3-week science learning experience with 74 Secondary 4 students in…
Descriptors: Student Empowerment, Learning Strategies, Self Management, Science Education
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Dwayne Wood; Scott H. Moss – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of the study was to evaluate the impact of generative artificial intelligence (GenAI) on students' learning experiences and perceptions through a master's-level course. The study specifically focused on student engagement, comfort with GenAI and ethical considerations. Design/methodology/approach: The study used an action…
Descriptors: Artificial Intelligence, Learning Experience, Influence of Technology, Evaluation
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Jichao Xue; Jiaxin Liu; Qingshu Yuan; Zhengwei Yao; Jin Xu; Zhigeng Pan – Education and Information Technologies, 2025
To optimize learning experience and improve learning performance, current virtual experimental systems usually assist students with stepwise guidance before operations and feedback after them. However, stepwise and excessive guidance can lead to student overreliance, while late feedback cannot avoid potential errors during experimental learning.…
Descriptors: College Students, Chemistry, Science Instruction, Science Experiments
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Kessler, Matt – Computer Assisted Language Learning, 2023
Mobile-assisted language learning (MALL) has witnessed an explosion of interest from consumers and researchers. However, consumers often complain about the limited functionality of MALL applications, which typically do not allow for critical self-reflection or for users to consider different aspects of their learning such as the task itself, the…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
Scott Thorne – ProQuest LLC, 2024
This three-article dissertation explores Learning by Evaluating (LbE), an educational approach that enhances student learning through the process of assessing and providing feedback on peer work. Leveraging principles of comparative judgement, students evaluate pairs of exemplars side-by-side to determine which is better and provide a rational for…
Descriptors: Design, Formative Evaluation, Misconceptions, Critical Thinking
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Pi, Zhongling; Zhang, Yi; Zhou, Weichen; Xu, Ke; Chen, Yanran; Yang, Jiumin; Zhao, Qingbai – British Journal of Educational Technology, 2021
In the present study, we tested the effectiveness of three learning strategies (self-explanation, learning by teaching and passive viewing) used by students who were learning from video lectures. Effectiveness was measured not only with traditional measures, but also with electroencephalography (EEG). Using a within-subjects design, 26 university…
Descriptors: Lecture Method, Video Technology, Vocabulary Development, Second Language Learning
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Mirriahi, Negin; Jovanovic, Jelena; Dawson, Shane; Gaševic, Dragan; Pardo, Abelardo – Australasian Journal of Educational Technology, 2018
The rapid growth of blended and online learning models in higher education has resulted in a parallel increase in the use of audio-visual resources among students and teachers. Despite the heavy adoption of video resources, there have been few studies investigating their effect on learning processes and even less so in the context of academic…
Descriptors: Video Technology, Case Studies, Online Courses, Higher Education
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Kanagala, Vijay; Rendon, Laura I. – New Directions for Teaching and Learning, 2013
Recently, there has been a surge of interest in employing contemplative teaching and learning practices in college classrooms. The authors define contemplative pedagogy as a teaching and learning experience that involves the learner in a participatory epistemology characterized by a deeply immersed, insightful learning experience fostered through…
Descriptors: Learning Strategies, Classroom Environment, Learning Experience, Epistemology
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Czerkawski, Betul C. – Journal of Interactive Online Learning, 2014
Deeper learning promotes students' active engagement in learning environments, so they can continuously explore, reflect and produce information to build complex knowledge structures. Consequently, deeper learning has become a major focus of scholarly investigation and debate. Multiple studies have been conducted to describe the…
Descriptors: Learning Experience, Online Courses, Curriculum Design, Learner Engagement
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Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – International Journal of Game-Based Learning, 2014
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In…
Descriptors: Educational Games, Learning Experience, College Students, Learning Strategies
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Singh, Satendra – Advances in Physiology Education, 2013
The Undergraduate Medical Program (Bachelor of Medicine and Bachelor of Surgery) at University College of Medical Sciences (Delhi, India) is a 4.5-yr, intense academic program where physiology is taught in the first year. To make the learning experience enriching, the Department of Physiology organizes four student seminars (two seminars/semester)…
Descriptors: Learner Engagement, Physiology, Learning Strategies, Foreign Countries
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Gibbings, Peter; Lidstone, John; Bruce, Christine – Higher Education Research and Development, 2015
This paper reports outcomes of a study focused on discovering qualitatively different ways students experience problem-based learning in virtual space. A well-accepted and documented qualitative research method was adopted for this study. Five qualitatively different conceptions are described, each revealing characteristics of increasingly complex…
Descriptors: Problem Based Learning, Student Experience, Virtual Classrooms, Learner Engagement
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Witthaus, Gabi – Open Praxis, 2018
This paper presents a case study evaluating the online learning experience of ten refugees on MOOCs. Qualitative data were collected from the learners, generating a set of 43 statements depicting the learners' experience of learning, which were analysed using an augmented Community of Inquiry (CoI) theoretical framework. The key findings show that…
Descriptors: Case Studies, Refugees, Online Courses, Large Group Instruction
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