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Ghadah Al Murshidi; Kseniia Adamovich; Jamie Costley; Ekaterina Andronova; Hamda Alblooshi; Ruwaya Alderei; Anna Gorbunova – International Journal of Distance Education Technologies, 2025
The aim of the present paper is to explore students' perceptions of MOOCs in relation to their learning strategies. Drawing upon cognitive appraisal theory and learning strategies framework, the study examines the perception of MOOCs as threats or challenges and assesses students' learning approaches through the prism of deep and surface learning…
Descriptors: MOOCs, Learning Strategies, Student Attitudes, Cognitive Style
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Lorenzo Valente; Federico De Lorenzis; Davide Calandra; Fabrizio Lamberti – IEEE Transactions on Learning Technologies, 2025
In recent years, first responders have faced increasing challenges in their operations, highlighting a growing need for specialized and comprehensive training. In particular, the firefighting incident commanders (ICs) are playing a pivotal role, providing directions to field operators and making critical decisions in emergency situations. Over…
Descriptors: Fire Protection, Experiential Learning, Job Training, Computer Simulation
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Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
Gregory Scott Garner – ProQuest LLC, 2023
There is growing consensus that data-informed decision-making through human-centered inquiry and design process results in improved outcomes for designed artifacts. Among the latest trends is a group of tools and processes loosely assimilated under the umbrella term, "design thinking." These "designerly ways of knowing" are…
Descriptors: Feedback (Response), Models, Design, Cognitive Processes
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Jeongwon Lee; Dongho Kim – British Journal of Educational Technology, 2025
Despite the rapid growth of video-based learning in higher education, students face challenges in sustaining their full attention on video lectures. While gamification has been used to engage students, there have been few attempts to gamify in-video learning. The study aimed to create a gamified instructional video and examine the effects on…
Descriptors: Higher Education, Gamification, Video Technology, Technology Uses in Education
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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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Yun Zhou; Fanqi Yi; Bingyu Dong; Guangli Zhang; Yi Zhang; Tao Xu – Education and Information Technologies, 2024
The growing importance of 3D animations in current teaching approaches becomes increasingly apparent, offering an effective way to visualize complex spatial concepts and processes in geography learning through outstanding visual representation and details. However, the effects of detail richness and text load of 3D animation on learning about…
Descriptors: Visual Aids, Metacognition, Animation, Concept Mapping
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Jon-Chao Hong; Tzu-Yu Tai; Fen-Yuan Liang – British Journal of Educational Technology, 2025
A wide variety of gamification tools are available for language learning; however, few studies have explored the impact of Flippity-Connecto (hereafter referred to as Connecto) on learners' cognitive and affective processes. Connecto, a game similar to Tic-Tac-Toe, was designed to assist students in learning English as a foreign language (EFL).…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Gamification
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Efren de la Mora Velasco; Matthew Moreno – Educational Technology Research and Development, 2025
The measurable effects of music in online learning remains a topic of extensive debate, largely due to inconsistent findings within existing literature. Many of these inconclusive results stem from research methodologies that focus on singular perspectives, often overlooking a balance between cognitive challenges and emotional benefits of…
Descriptors: Music, Acoustics, Electronic Learning, Cognitive Processes
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Toni Honicke; Jaclyn Broadbent; Matthew Fuller-Tyszkiewicz – Higher Education Research and Development, 2023
According to Bandura's theory of reciprocal determinism, self-efficacy and academic achievement can have a mutual influence over one another. While empirical research generally supports this position, little focus has been given to within- and between-person factors that may moderate this relationship. The present study explored how initial…
Descriptors: Self Efficacy, Academic Achievement, Difficulty Level, Student Attitudes
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Robert W. Danielson; Benjamin C. Heddy; Onur Ramazan; Gan Jin; Kanvarbir S. Gill; Danielle N. Berry – Journal of Research in Science Teaching, 2025
Misinformation has been extensively studied as both maliciously intended propaganda and accidentally experienced incorrect assumptions. We contend that "conceptual contamination" is the process by which the learning of incorrect information interferes, pollutes, or otherwise disrupts the learning of correct information. This is similar…
Descriptors: Misinformation, Propaganda, Deception, Misconceptions
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Xiao, Jun; Lin, Tzu-Han; Sun-Lin, Hong-Zheng – Education and Information Technologies, 2022
This study aimed to explore the pedagogical dimension of multichannel multimodal learning (MML) and its association with student engagement. Forty-three students from Shanghai Open University participated in the study and their behavioural, emotional, cognitive learning engagement were investigated. Although teaching in the same space, the three…
Descriptors: Learning Modalities, Learning Experience, Learner Engagement, College Students
Omar Jasim Almamoori – ProQuest LLC, 2024
This study examines the impact of gamification elements, in particular leaderboards, badges, and eBucks, on the cognitive engagement (CE), intrinsic motivation (IM), and self-efficacy (SE) of English Language Learners (ELLs) at a high school in the Southeastern United States. The investigation, conducted during optional weekly readings, utilizes a…
Descriptors: English Language Learners, English (Second Language), Cognitive Processes, Learner Engagement
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Natalia Riapina – Business and Professional Communication Quarterly, 2024
This article presents a conceptual framework for integrating AI-enabled business communication in higher education. Drawing on established theories from business communication and educational technology, the framework provides comprehensive guidance for designing engaging learning experiences. It emphasizes the significance of social presence,…
Descriptors: Artificial Intelligence, Business Communication, Higher Education, Technology Uses in Education
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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
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