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Showing 1 to 15 of 401 results Save | Export
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Xingsu Wu; Chunyang Xu – Education and Information Technologies, 2025
This study, anchored in the empirical domain of student learning experiences, employs the Chaoxing Fanya network teaching platform to delineate a comprehensive model of factors that influence student learning experiences within the framework of blended collaborative learning. Through a rigorous synthesis of extant literature and qualitative…
Descriptors: Learning Experience, Blended Learning, Cooperative Learning, College Students
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Cheryl A. Trahms Chapman; Melissa Diegnau – Journal of Education for Business, 2024
This article describes an interactive activity for the first week of an undergraduate Strategic Management (SM) or Business Policy and Strategy (BPS) course. This activity is designed to foster student engagement, which is critical to both the teaching of theory and the practice of strategy while reinforcing course learning objectives regarding…
Descriptors: Undergraduate Students, Experiential Learning, Critical Thinking, Thinking Skills
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Adele H. T. Kam; Irfan N. Umar – Journal of Computing in Higher Education, 2024
Research in gamified learning is still needed to expound how gamification may be employed to realistically yield positive effects on learning motivation. It is essential to evaluate whether gamification can foster autonomous forms of motivation, such as intrinsic motivation, which has been related to learning persistence and performance quality,…
Descriptors: Gamification, Learning Activities, Learning Motivation, Game Based Learning
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Maciej Rys – Innovations in Education and Teaching International, 2024
Hackathon has been growing and taking various industries by storm thanks to its flexibility and ability to fit into them. It has been proven successful and helpful in solving different IT and non-IT challenges. They also serve as an intriguing educational and networking tool, encouraging people to pursue innovative studies and activities. However,…
Descriptors: Educational Innovation, Problem Solving, Attendance, Learning Motivation
Peter Pavlis – Online Submission, 2025
This quantitative, quasi-experimental study aimed to propose research-based AI constructivist learning activities by measuring students' self-perceptions of their critical thinking using the Motivational Strategies and Learning Questionnaire (MSLQ). The study utilized the input-experience-output framework to evaluate how these learning pursuits…
Descriptors: Critical Thinking, Artificial Intelligence, Constructivism (Learning), Learning Activities
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Jingyun Wang; Adam Wynn; Takahiko Mendori; Gwo-Jen Hwang – Smart Learning Environments, 2024
This study investigates the effect of studying with topic maps provided by a self-developed language learning support system on (a) learning perception, (b) learning achievement and (c) variation in learning attitude and motivation, from the perspective of prior learning attitude, motivation and learning style. An analysis was conducted on the…
Descriptors: Foreign Countries, Learning Management Systems, Grammar, Concept Mapping
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Chia-Ju Lin; Hsin-Yu Lee; Wei-Sheng Wang; Yueh-Min Huang; Ting-Ting Wu – Education and Information Technologies, 2025
In STEM hands-on learning activities, collaboration with group members can be a significant motivator for students' engagement. This research is based on the 6E Learning by DeSIGN™ model and explores the impact of incorporating reflective strategies on students' learning performance, motivation, and participation in collaborative STEM learning…
Descriptors: STEM Education, Reflection, Assistive Technology, Recognition (Psychology)
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Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)
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Chen, Shing-lung; Liu, Yeu-Ting – Interactive Learning Environments, 2023
In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners' learning of sentences and discourse-level forms in the following settings: "learning with game…
Descriptors: Second Language Learning, Game Based Learning, Educational Games, Learning Motivation
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Nihal Eres; Tugba Ecevit – Journal of Inquiry Based Activities, 2025
This study aimed to design, implement, and evaluate the feasibility of an activity titled "Space Adventure for Little Explorers", integrating the engineering and entrepreneurship design model within the STEM education framework into preschool education. The activity was structured in four stages: (1) Discovery with the Family, (2)…
Descriptors: Engineering Education, Entrepreneurship, Preschool Education, Learning Activities
Oriane Nermond; Corin Egglestone; Lorenzo Manetti; Emily Jones – Learning and Work Institute, 2024
The Adult Participation in Learning Survey provides unique insights into adult learning across the UK. It adopts a deliberately broad definition of learning, reflecting the fact that learning is about much more than formal courses and qualifications. The 2024 survey shows just over one half (52%) of adults have taken part in learning in the last…
Descriptors: Foreign Countries, Adults, Surveys, Adult Learning
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Silvie Prevrátilová – Frontiers: The Interdisciplinary Journal of Study Abroad, 2025
Although study abroad is an established research context for second language acquisition, the emotional experiences of U.S. students learning less commonly taught languages, such as Czech, require further research, particularly in settings where these languages lie outside students' primary academic pursuits. This study explores U.S. students'…
Descriptors: Learning Activities, Student Attitudes, Study Abroad, Second Language Instruction
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Matovu, Henry; Ungu, Dewi Ayu Kencana; Won, Mihye; Tsai, Chin-Chung; Treagust, David F.; Mocerino, Mauro; Tasker, Roy – Studies in Science Education, 2023
The advanced visualisation and interactive capabilities make immersive virtual reality (IVR) attractive for educators to investigate its educational benefits. This research reviewed 64 studies published in 2016-2020 to understand how science educators designed, implemented, and evaluated IVR-based learning. The immersive design features (sensory,…
Descriptors: Computer Simulation, Science Instruction, Teaching Methods, Science Education
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Wei Chen; Lijia Lin; Weiguo Pang – Education and Information Technologies, 2025
A video lesson with generative learning activities has the potential to improve learning by engaging learners. However, existing literature regarding designing and implementing an interactive video lesson is insufficient. In the present study, we aimed to investigate: a) whether the use of the summarizing strategy would benefit learning via video…
Descriptors: Learning Processes, Video Technology, Learning Activities, Writing Skills
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Puente, Adriana Marina; Rojas, Milena; Corral, Johana Chavelí – Latin American Journal of Content and Language Integrated Learning, 2023
In this article, we consider the importance of learner well-being for a better performance during the learning process, taking into account their emotions and how they affect them. The CLIL approach is used to integrate learners' language knowledge and provides strategies about how to manage their emotions and develop a positive mindset. In this…
Descriptors: Content and Language Integrated Learning, Second Language Learning, Second Language Instruction, Learning Processes
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