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Emine Cabi – Education and Information Technologies, 2025
Learning Management System (LMS) can track student interactions with digital learning resources during an online learning activity. Learners with different goals, motivations and preferences may exhibit different behaviours when accessing these materials. These different behaviours may further affect their learning performance. The purpose of this…
Descriptors: Academic Achievement, Electronic Learning, Learning Management Systems, Student Behavior
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Adil Boughida; Mohamed Nadjib Kouahla; Yacine Lafifi – Education and Information Technologies, 2024
In e-learning environments, most adaptive systems do not consider the learner's emotional state when recommending activities for learning difficulties, blockages, or demotivation. In this paper, we propose a new approach of emotion-based adaptation in e-learning environments. The system will allow recommendation resources/activities to motivate…
Descriptors: Psychological Patterns, Electronic Learning, Educational Environment, Models
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Amarpreet Gill; Derek Irwin; Linjing Sun; Dave Towey; Gege Zhang; Yanhui Zhang – IEEE Transactions on Learning Technologies, 2025
The rapid changes in technology available for teaching and learning have led to a wide variety of potential tools that can be deployed to support a student's education experience. This article examines the learning interfaces for pedagogical virtual reality (VR) environments, including immersive VR (iVR). It also looks at how microlearning (ML)…
Descriptors: Computer Simulation, Learning Activities, Electronic Learning, Learning Modules
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Claude Müller – SpringerBriefs in Education, 2025
This is an open access book. The shift from traditional teaching to digital learning presents a significant challenge for many educators. Navigating the complexities of digital course designs can often lead to suboptimal learning experiences that fail to engage learners effectively. "Digital Learning Design: Designing Effective Online and…
Descriptors: Online Courses, Blended Learning, Instructional Design, Cognitive Science
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Amine Hatun Atas; Zahide Yildirim – Educational Technology Research and Development, 2025
This study advances the emerging research on shared metacognition through the lens of the community of inquiry framework. It seeks components and utterances of the community of inquiry and shared metacognition in online collaborative learning environments to bring an instructional design model to the fore. A three-cycle design-based research…
Descriptors: Metacognition, Instructional Design, Models, Electronic Learning
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Melis Dilek; Evrim Baran; Ezequiel Aleman – Journal of Teacher Education, 2025
Teacher education increasingly requires educators to engage with generative AI technologies, yet critical and reflective engagement opportunities remain scarce. While AI is often framed as a tool for automation, its broader pedagogical and ethical implications receive less attention. To address this gap, we implemented a critical co-discovery…
Descriptors: Artificial Intelligence, Technological Literacy, Teacher Empowerment, Electronic Learning
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Anne Wally Ryan; Line Kolås; Anders Grov Nilsen; Aslaug Grov Almås – Education and Information Technologies, 2024
Within the higher education sector, the principle of student-active and research-based education are established in strategy documents and action plans, but at the same time there is an ongoing debate about what is meant by research-based learning and how it can be applied in practical teaching contexts. The aim of this empirical study is to…
Descriptors: Literature Reviews, Learning Activities, Research Training, Cooperative Learning
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Kristina Areskoug Josefsson; Gerd Hilde Lunde – Learning Organization, 2025
Purpose: Sexual health is insufficiently addressed in health care and higher education, which can lead to lower quality of life and negative health outcomes. To improve the situation, it is necessary to address both the needs of patients and professionals and collaboratively engage in finding sustainable solutions. The purpose of this paper is to…
Descriptors: Health Education, Sexuality, Graduate Study, Electronic Learning
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Shih-Ying Yao; Yan Yin Ho – Adult Learning, 2025
Adults at different life phases have become an important part of the student body in higher education. Helping adult students overcome challenges and improve their learning is thus a critical consideration for universities and colleges. Microlearning is an emerging approach in adult education in recent years. The core concept of microlearning is…
Descriptors: Learning Activities, Electronic Learning, Learning Modules, Adult Students
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Jiarui Xie; Ana-Paula Correia – British Journal of Educational Technology, 2024
Asynchronous online discussion is a learning activity commonly used in online teaching. The way instructors participate in asynchronous online discussions significantly impacts students' learning outcomes. This systematic review aims to determine the effects of instructor participation in asynchronous online discussions on student performance by…
Descriptors: Teacher Participation, Asynchronous Communication, Electronic Learning, Academic Achievement
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Dakir; Ahmad Fauzi; Abdul Qadir – Pegem Journal of Education and Instruction, 2024
This research uses a quantitative approach and aims to explain the effectiveness of online learning through the model of assisting parents during the COVID-19 pandemic. Therefore, this study used two variables, namely the parent assistance model as the independent variable and online learning activities as the dependent variable, with a total of…
Descriptors: Electronic Learning, COVID-19, Pandemics, High School Students
Jeremy Bernier – ProQuest LLC, 2024
Play has been discussed by mathematicians and mathematics educators as essential to mathematical progress and has been widely acknowledged to have a role in learning. Yet, play is rarely acknowledged, leveraged, or studied for mathematics learners beyond early childhood. Moreover, there are theoretical and empirical challenges with designing for…
Descriptors: Problem Solving, Play, Puzzles, Undergraduate Students
Annetta R. Dolowitz – ProQuest LLC, 2024
Since 2010, gamification, a concept and practice, gained attention in academic research. Results of its effectiveness were mixed and often lacked the use of grounded models or frameworks. Dichev et al. (2019b) proposed the existence of demotivational factors and highlighted two distinct sets of motivational drivers--one linked to game elements and…
Descriptors: Student Participation, Student Motivation, Gamification, Learning Activities
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Amaefule, Chimezie O.; Breitwieser, Jasmin; Biedermann, Daniel; Nobbe, Lea; Drachsler, Hendrik; Brod, Garvin – British Journal of Educational Technology, 2023
Educational applications (apps) offer opportunities for designing learning activities children enjoy and benefit from. We redesigned a typical mobile learning activity to make it more enjoyable and useful for children. Relying on the technology acceptance model, we investigated whether and how implementing this activity in an app can increase…
Descriptors: Educational Technology, Handheld Devices, Learning Activities, Electronic Learning
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Stewart, Nicole K.; Smith, Richard – Communication Teacher, 2023
Courses: Communication Theory, Information Society, Digital Cultures. Objectives: Students will demonstrate an ability to use mobile technologies, understand gaming cultures, and explore how everyday gaming connects to mobile issues.
Descriptors: Video Games, Electronic Learning, Distance Education, Game Based Learning
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