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Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
Samaneh Azarniyoosh; Ali Roohani – European Journal of Education, 2025
This study investigated the effectiveness of the flipped learning model, compared with the nonflipped learning model, in improving second/foreign language metacognitive listening awareness and perceived strategy use. For this purpose, 40 young adult learners studying English as a foreign language in two intact classes were selected. They were…
Descriptors: Flipped Classroom, Program Effectiveness, Second Language Instruction, Second Language Learning
Gaia Olivo; Jonas Persson; Martina Hedenius – npj Science of Learning, 2024
Developmental dyslexia (DD) is defined as difficulties in learning to read even with normal intelligence and adequate educational guidance. Deficits in implicit sequence learning (ISL) abilities have been reported in children with DD. We investigated brain plasticity in a group of 17 children with DD, compared with 18 typically developing (TD)…
Descriptors: Dyslexia, Brain, Children, Training
Kirk Vanacore; Ashish Gurung; Adam Sales; Neil Heffernan – Society for Research on Educational Effectiveness, 2024
Background: Gaming the system -- attempting to progress through a learning activity without learning (R. Baker et al., 2008) -- is an enduring problem that reduces the efficacy of Computer Based Learning Platforms (CBLPs). Researchers made substantial progress in identifying instances when students are gaming the system (Baker et al., 2006; Dang…
Descriptors: Gamification, Program Effectiveness, Computer Assisted Instruction, Feedback (Response)
Fiona Scrase; George Boak – Action Learning: Research and Practice, 2024
This Account of Practice concerns a short training programme for action learning facilitators, which celebrates its 10th anniversary this year. The programme is run on action learning principles and it involves participants working as an action learning set, taking turns to act as facilitators, set members, and issue holders, and reflecting on the…
Descriptors: Experiential Learning, Skill Development, Facilitators (Individuals), Program Effectiveness
Haley E. Smith; Caren B. Cooper; K.C. Busch; Suzanne Harper; Amy Muslim; Kaleigh McKenna; Darlene Cavalier – Environmental Education Research, 2024
Engagement in citizen science can result in participant outcomes including increased science and environmental literacy and civic action. One factor which may increase the likelihood of these outcomes is facilitation by groups such as employers, schools, or other organizations. We examined how a partnership between SciStarter and Girl Scouts of…
Descriptors: Youth Programs, Females, Citizen Participation, Science Education
Jessica Wise – ProQuest LLC, 2024
The Human-focused Facilitation (HFF) program was evaluated to provide evidence of the effectiveness of the processes used to build facilitator knowledge, skills, and dispositions. This study used an explanatory sequential, mixed-methods design to analyze data from Human-focused Facilitation participants and a focus group that did not participate…
Descriptors: Program Evaluation, Program Effectiveness, Facilitators (Individuals), Knowledge Level
Jiang, Yan; Lin, Weihan; Huang, Xiaoshan; Duan, Lian; Wu, Yihua; Jiang, Panpan; Wang, Xingheng – Journal of Workplace Learning, 2023
Purpose: The purpose of this study is to propose and examine an integrated learning model for improving training effectiveness in workplace learning. Specifically, this study investigated the effect of achievement goal-setting intervention across three groups of new employees from a multinational medical company. During a three-day remote training…
Descriptors: Workplace Learning, Program Effectiveness, Educational Improvement, Employees
Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
Rachel Parker; Amy Berry; Kellie Picker; David Jeffries; Prue Anderson; Oksana Zabolotna – Australian Council for Educational Research, 2024
The Learning Through Play (LTP) at School Research Study Ukraine was a four-year intervention study funded by the LEGO Foundation and implemented by the Australian Council for Educational Research (ACER) and the Ukrainian Educational Research Association (UERA). The intervention was a two-year professional learning program that blended online, and…
Descriptors: Play, Learning Processes, Intervention, Classroom Techniques
Mason C. McNair; Chelsea M. Sexton; Mark Zenoble – Journal of College Science Teaching, 2023
Following the switch to remote online teaching in the wake of the COVID-19 pandemic, the plant taxonomy course at the University of Georgia (UGA) switched to iNaturalist for the specimen collection portion of the course requirements. Building off extant rubrics, the instructors designed project guidelines for a fully online plant collection…
Descriptors: Plants (Botany), Electronic Learning, Taxonomy, Course Content
Rachel Parker; Amy Berry; Kellie Picker; David Jeffries; Prue Anderson; Oksana Zabolotna – Australian Council for Educational Research, 2024
The Learning Through Play at School Research Study Ukraine was a four-year longitudinal intervention study funded by the LEGO Foundation and implemented by the Australian Council for Educational Research (ACER) and the Ukrainian Educational Research Association (UERA). The study was implemented between 2019 and 2024, during COVID-19 and the…
Descriptors: Program Implementation, War, Armed Forces, Play
Katharine Janzen – Canadian Journal for the Scholarship of Teaching and Learning, 2021
This paper addresses a gap in the literature about the study of the implementation of cooperative/collaborative group learning, and the assessment of its efficacy in facilitating transformative learning in the context of graduate studies. These topics have been widely discussed in the scholarly literature at the K-12 and post-secondary (college…
Descriptors: Cooperative Learning, Group Activities, Group Dynamics, Graduate Students
Liu, Fang; Zhao, Liang; Zhao, Jiayi; Dai, Qin; Fan, Chunlong; Shen, Jun – IEEE Transactions on Learning Technologies, 2022
Educational process mining is now a promising method to provide decision-support information for the teaching-learning process via finding useful educational guidance from the event logs recorded in the learning management system. Existing studies mainly focus on mining students' problem-solving skills or behavior patterns and intervening in…
Descriptors: Data Use, Learning Management Systems, Problem Solving, Learning Processes
Richa Choudhary – Online Submission, 2023
The research makes a considerable contribution to the academic literature which explores the use of technology in the public education system by analysing 'how effective the widespread use of technology has been for learning during COVID-19 in India'. The research develops a conceptual framework that outlines the readiness of states to adopt…
Descriptors: Foreign Countries, Readiness, Program Effectiveness, Technology Uses in Education

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