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Chia-Yu Hsu; Izumi Horikoshi; Rwitajit Majumdar; Hiroaki Ogata – Educational Technology & Society, 2024
This study focuses on the problem that the process of building learning habits has not been clearly described. Therefore, we aim to extract the stages of learning habits from log data. We propose a data model to extract stages of learning habits based on the transtheoretical model and apply the model to the learning logs of self-directed extensive…
Descriptors: Habit Formation, Behavior Change, Learning Analytics, Data Interpretation
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Tianyu Ma; Jennifer Beth Kahn; Lisa Aileen Hardy; Sarah C. Radke – AERA Online Paper Repository, 2024
This paper reports on systematic literature review that examined learning theories and data collection and analysis methods used to study game-based learning in research on educational digital games for K-12 populations. Through electronic database, hand, and ancestral searches, we identified 25 empirical studies (29 educational games) published…
Descriptors: Data Collection, Data Analysis, Elementary Secondary Education, Educational Games
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Austin C. Megli; Dayra Fallad-Mendoza; Monica Etsitty-Dorame; Jasmine Desiderio; Yan Chen; Damian Sanchez; Nick Flor; Charlotte N. Gunawardena – American Journal of Distance Education, 2024
Analyzing how participants learn from each other during online forums on discussion boards or social media platforms is often challenging. One of the predominant methods of analyzing such learning is through qualitative content analysis or interaction analysis. The Interaction Analysis Model (IAM), developed by Gunawardena, Lowe and Anderson which…
Descriptors: Learning Processes, Distance Education, Computer Mediated Communication, Social Media
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Ismail Thamarasseri; Divya Martin – Journal on School Educational Technology, 2024
In the 21st century, teaching strategies, curriculum, and ways of presenting subject matter changed dramatically from kindergarten to higher education. The unprecedented global pandemic brought the concept of hybrid learning to the fore, although it had been in existence for over a decade. Hybrid learning is an approach to teaching and learning…
Descriptors: Blended Learning, Learning Processes, Teaching Methods, Learner Engagement
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Michael P. A. Murphy; Andrea Phillipson; Karalyn E. McRae; Andrew B. Leger – Learning Environments Research, 2024
"Active learning classrooms" are purpose-built learning spaces designed to facilitate active learning strategies. While sometimes constructed as new rooms, active learning classrooms may also be retrofit from existing learning spaces. The ongoing evaluation of active learning classrooms helps to generate new research insights,…
Descriptors: Active Learning, Teaching Methods, Faculty Development, Teacher Surveys
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Geng, Xuewang; Yamada, Masanori – Journal of Computer Assisted Learning, 2023
Background: Augmented reality has been widely applied in various fields, and its benefits in language learning have been increasingly recognized. However, the investigation of effective learning behaviours and processes in augmented reality learning environments, taking into account temporality and analysis of differences in learning behaviours…
Descriptors: Learning Analytics, Second Language Learning, Second Language Instruction, Learning Processes
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Dirk Tempelaar; Bart Rienties; Bas Giesbers; Quan Nguyen – Journal of Learning Analytics, 2023
Learning analytics needs to pay more attention to the temporal aspect of learning processes, especially in self-regulated learning (SRL) research. In doing so, learning analytics models should incorporate both the duration and frequency of learning activities, the passage of time, and the temporal order of learning activities. However, where this…
Descriptors: Time Factors (Learning), Learning Analytics, Models, Statistical Analysis
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Carl Boel; Tijs Rotsaert; Martin Valcke; Tammy Schellens – Journal of Computer Assisted Learning, 2025
Background: As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive. Objectives: To address this gap, we first…
Descriptors: Artificial Intelligence, Computer Simulation, Learning Strategies, Middle School Students
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Dewi Ekaputri Pitorini; Suciati; Harlita – Journal of Educators Online, 2025
Critical thinking skills are needed to face the challenges of living in the 21st century. Education must be able to foster students' critical thinking and enable them to think independently. This study aims to investigate the development of students' critical thinking skills during the learning process using an e-module based on problem-based…
Descriptors: Electronic Learning, Problem Based Learning, Dialogs (Language), Questioning Techniques
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P. Spangenberger; N. Matthes; F. Kapp; L. Kruse; J. L. Plass – Educational Technology Research and Development, 2025
An increasing number of studies has observed that immersive virtual reality (iVR) technology using head-mounted displays (HMDs) can facilitate learning outcomes. However, most studies have been exploratory and were executed in laboratory settings instead of being implemented and orchestrated in authentic teaching settings. Furthermore, iVR design…
Descriptors: Computer Software, Technology Uses in Education, Authentic Learning, Learning Processes
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Xin Tang; I-Chien Chen; Jari Lavonen; Barbara Schneider; Joseph Krajcik; Katariina Salmela-Aro – Frontline Learning Research, 2025
Engagement can be situative and, when it occurs, a number of experiences will co-occur. The present study examined the co-occurred experiences of optimal learning moments (OLM), a type of situated engagement, using the novel network analysis and including data from two countries: Finland and the US. Both samples were from high schools and were…
Descriptors: Foreign Countries, Learner Engagement, Learning Processes, Situated Learning
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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
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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
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Tim M. Steininger; Jörg Wittwer; Thamar Voss – Psychology Learning and Teaching, 2025
In order to make informed instructional decisions, teachers need psychological knowledge about relational categories. We conducted two 2 x 2 experiments to examine effective designs for learning relational categories in the context of teacher education. In both experiments, a blocked compared to an interleaved example format was more beneficial…
Descriptors: Classification, Learning Processes, Student Teachers, Psychology
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Amine Boulahmel; Fahima Djelil; Gregory Smits – Technology, Knowledge and Learning, 2025
Self-regulated learning (SRL) theory comprises cognitive, metacognitive, and affective aspects that enable learners to autonomously manage their learning processes. This article presents a systematic literature review on the measurement of SRL in digital platforms, that compiles the 53 most relevant empirical studies published between 2015 and…
Descriptors: Independent Study, Educational Research, Classification, Educational Indicators
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