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Mauro Marino-Jiménez; Norma Sánchez-Chávez; Yenny Rivero-Fortón; Kelly Hernández-Sánchez – SAGE Open, 2025
Student performance, disciplinary innovation and teaching methodology occupy the main concerns of educational research. Therefore, there is a greater interest in gamification strategies, where digital tools facilitate the development of competitive activities and strengthening of learning. One example of this idea is the use of video games created…
Descriptors: Video Games, Cooperative Learning, Game Based Learning, Learning Strategies
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Jing Wu; Zimin Yuan; Qi Xu – Asia-Pacific Education Researcher, 2025
Task motivation is critical to learners' task performance. However, scant studies have examined learners' task motivation in the translation continuation task based on the "xu"-argument, an emerging view on language acquisition. This exploratory study examined how Chinese English as Foreign Language (EFL) learners' task motivation…
Descriptors: Foreign Countries, Higher Education, College Students, English (Second Language)
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Msafiri Mgambi Msambwa; Zhang Wen; Kangwa Daniel – European Journal of Education, 2025
Artificial intelligence (AI) has extensively developed, impacting different sectors of society, including higher education, and has attracted the attention of various educational stakeholders, leading to a growing number of research on its integration into education. Hence, this systematic literature review examines the impact of integrating AI…
Descriptors: Influence of Technology, Technology Uses in Education, Artificial Intelligence, Cooperative Learning
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Merja Sinkkonen; Annukka Tapani – International Journal on Social and Education Sciences, 2024
Self-regulation is increasingly needed in education. This article aims to identify (what is) the core of the concept of self-regulated learning (SRL) and to analyse how SRL is used in different contexts. We studied 108 scientific articles published in scientific journals in the period 2016-2020. The keywords to search in the Scopus database were…
Descriptors: Student Centered Learning, Self Efficacy, Academic Achievement, Learning Strategies
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Zui Cheng; Zhuo Zhang; Qian Xu; Yukiko Maeda; Peidi Gu – Journal of Computing in Higher Education, 2025
Research on academic performance in online education proliferated in the last decade; however, our current understanding of the relationship between self-regulated learning and academic performance in online learning environments remains scattered. This meta-analysis provides a holistic view of the relationship between learners' use of…
Descriptors: Meta Analysis, Independent Study, Learning Strategies, Academic Achievement
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Joanne Weber; Denyse Hayward; Michael Skyer; Sarah Snively – Journal of Deaf Studies and Deaf Education, 2025
Deaf aesthetics is a theoretical framework we actualized to enhance interactions in deaf education, particularly via multimodal pedagogy and curricular experiences. Prior research illustrates that deaf aesthetics are desired by deaf teachers and students who are deaf; however, most instructional-delivery formats lack these supports. The present…
Descriptors: Higher Education, Deaf Blind, Deafness, Instructional Design
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Kim, Jeanne – Canadian Journal of Learning and Technology, 2022
Industry 4.0 advancements in technology are creating a dynamic and fast changing world that affects how we live and work. Educators need to rethink existing teaching approaches to better prepare learners for future careers that Industry 4.0 will create. The World Economic Forum defined a new education model, called Education 4.0, which contains…
Descriptors: Self Determination, Student Centered Learning, Higher Education, Educational Change
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María Victoria Soulé; Antigoni Parmaxi; Anna Nicolaou – Journal of Applied Research in Higher Education, 2025
Purpose: This paper explores current teaching and learning practices, benefits and challenges in the implementation of Internationalization at Home (IaH) in higher education. Design/methodology/approach: The study follows a systematic review (SR) protocol in accordance with the PRISMA Statement, covering published research from 2018 to 2022.…
Descriptors: Literature Reviews, Meta Analysis, Teaching Methods, Educational Practices
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Azeneth Patiño; María Soledad Ramírez-Montoya; Gerardo Ibarra-Vazquez – Contemporary Educational Technology, 2023
Complex thinking is a desired competency in 21st-century university students, so technology-based teaching and learning strategies must be carefully considered when training them in complex reasoning skills. This systematic review aims to map research on the use of teaching and learning strategies supported by technology to enhance complex…
Descriptors: Educational Trends, Technology Uses in Education, Higher Education, Thinking Skills
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Andre Perusso; Robert Wagenaar – Studies in Higher Education, 2024
Driven by COVID-19, remote work is popularising. Companies and employees are increasingly embracing its benefits of flexibility and convenience, showing reluctance to return to full-time office schedules. Similarly, companies and HEIs started offering remote forms of work-based learning (WBL) -- or eWBL. However, remote work presents social and…
Descriptors: Electronic Learning, Workplace Learning, Trainers, Higher Education
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Connie Svabo, Editor; Michael Shanks, Editor; Chunfang Zhou, Editor; Tamara Carleton, Editor – Contributions from Science Education Research, 2025
This edited volume is an invitation to redesign STEM higher education. It shows the way to active learning in diverse scenarios and provides educators, leaders and policymakers with a visionary approach to active learning and hands-on examples of how education can help students navigate complexity and unpredictability--the challenges of…
Descriptors: STEM Education, Active Learning, Higher Education, Learning Strategies
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Wang, Xinyue; Cheng, Mengmeng; Li, Xinfeng – Journal of Educational Computing Research, 2023
Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it's necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021.…
Descriptors: Computation, Thinking Skills, Game Based Learning, Teaching Methods
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Bakhsh, Khuda; Hafeez, Muhammad; Shahzad, Shumaila; Naureen, Bushra; Faisal Farid, Muhammad – Journal of Education and e-Learning Research, 2022
Digital game-based learning strategy is now widely used in various fields such as education, marketing and advertising. This learning strategy has attracted great attention from scholars and practitioners in recent years due to its effectiveness in various educational fields. As more research studies favored the constructive impact of games on the…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learning Strategies
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Ren-Zhi Luo; Yue-Liang Zhou – Journal of Computer Assisted Learning, 2024
Background: The COVID-19 has accelerated the transition to blended learning (BL) in higher education, prompting a need for further investigation into the efficacy of self-regulated learning strategies (SRLS) in these new educational environments. Objective: The primary goal of this research is to assess the effectiveness of SRLS in BL in higher…
Descriptors: Learning Strategies, Blended Learning, Self Management, Higher Education
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Dina Fitria Murad; Meta Amalya Dewi; Arbaiah Inn; Silvia Ayunda Murad; Noor Udin; Taufik Darwis – Journal of Educators Online, 2025
This study aims to produce a more personalized recommendation system for online learning using multicriteria in collaborative filtering and data from the Binus Online Learning repository as a knowledge base. The study uses forecasting (regression) and consists of three stages: (1) collecting data on the results of the learning process; (2) adding…
Descriptors: Electronic Learning, Data Collection, Context Effect, Learning Processes
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