Publication Date
In 2025 | 5 |
Since 2024 | 15 |
Since 2021 (last 5 years) | 56 |
Since 2016 (last 10 years) | 112 |
Since 2006 (last 20 years) | 244 |
Descriptor
Source
Author
Anderson, Terry | 4 |
Ifenthaler, Dirk, Ed. | 4 |
Sampson, Demetrios G., Ed. | 4 |
Chen, Li | 3 |
Ice, Phil | 3 |
Barnes, Tiffany, Ed. | 2 |
Calderon, Margarita | 2 |
Cress, Ulrike | 2 |
Dwyer, Christopher P. | 2 |
Feng, Mingyu, Ed. | 2 |
Geer, Ruth | 2 |
More ▼ |
Publication Type
Education Level
Audience
Practitioners | 6 |
Researchers | 5 |
Teachers | 4 |
Location
Australia | 10 |
China | 10 |
Canada | 7 |
South Korea | 7 |
United States | 7 |
France | 6 |
Malaysia | 6 |
Taiwan | 6 |
Indonesia | 5 |
Netherlands | 5 |
Sweden | 5 |
More ▼ |
Laws, Policies, & Programs
No Child Left Behind Act 2001 | 1 |
Social Security | 1 |
Assessments and Surveys
Program for International… | 2 |
Beck Depression Inventory | 1 |
College Student Experiences… | 1 |
Motivated Strategies for… | 1 |
National Survey of Student… | 1 |
What Works Clearinghouse Rating
Patricia Muhuro; Simon Murote Kang’ethe – Research in Social Sciences and Technology, 2025
The flipped classroom is an emergent digital pedagogy credited with virtuous and student-centric characteristics of increased learning. The purpose of this study was to discuss the implementation of the Flipped Classroom Blended Learning Model among lecturers in African Universities. The study employed a qualitative literature review, after…
Descriptors: Flipped Classroom, Blended Learning, Models, Universities
Yingbo Ma – ProQuest LLC, 2023
Collaborative learning provides learners with significant opportunities to collaborate on solving problems and creating better products. There has been a growing utilization of adaptive and intelligent systems to support productive learning while promoting collaborative practices. One of the core capabilities of these adaptive and intelligent…
Descriptors: Cooperative Learning, Models, Interaction, Behavior
Keskin, Sinan; Yurdugül, Halil – Journal of Educational Technology and Online Learning, 2022
This study aims to examine e-learning experiences of the learners by using learner system interaction metrics. In this context, an e-learning environment has been structured within the scope of a course. Learners interacted with learning activities and leave various traces when they interact with others, contents, and assessment tasks. Log data…
Descriptors: Electronic Learning, Learning Experience, Models, Learning Activities
Xiaona Xia – Interactive Learning Environments, 2023
Effective analysis and demonstration of these data features is of great significance for the optimization of interactive learning environment and learning behavior. Therefore, we take the big data set of learning behavior generated by an online interactive learning environment as the research object, define the features of learning behavior, and…
Descriptors: Learning Strategies, Interaction, Educational Environment, Learning Analytics
Xia, Xiaona – SAGE Open, 2022
Mining problems and exploring rules are the key problems in the learning process, and also the difficulties in education big data. Therefore, taking learning behavior as the research objective, this study demonstrates the collaborative training method of multi view learning interaction process driven by big data, so as to realize the tendency…
Descriptors: Learning Analytics, Learning Processes, Cooperative Learning, Training Methods
Kongpha, Rattanakul; Chatwattana, Pinanta – Higher Education Studies, 2023
The virtual interactive learning model using imagineering process as a tool to promote happy learning for digital age learners. The concept is based on the combination of virtual learning environment and metaverse in order to create learning experience via virtual community. The objectives of this research are (1) to study and synthesise the…
Descriptors: Electronic Learning, Interaction, Computer Simulation, Instructional Development
Bai, Shurui; Hew, Khe Foon; Gonda, Donn Emmanuel; Huang, Biyun; Liang, Xinyi – International Journal of Educational Technology in Higher Education, 2022
We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial goal-access-feedback-challenge-collaboration model…
Descriptors: Game Based Learning, Models, Fantasy, Electronic Learning
Xia, Xiaona; Qi, Wanxue – Education and Information Technologies, 2023
Interactive learning is a two-way learning method of learners independently by using computer and network technology. In the interactive relationships, interactive learning plays a role for learners to achieve the learning purpose, interactive learning has become an important effect of online learning, but it also has many problems that need to be…
Descriptors: Foreign Countries, Identification, Interaction, Learning Processes
Shah, Veenita; Murthy, Sahana; Warriem, Jayakrishnan; Sahasrabudhe, Sameer; Banerjee, Gargi; Iyer, Sridhar – Educational Technology Research and Development, 2022
MOOCs support the global need of learning resources with large impact through online access and no geographical boundaries. However, pedagogical design limitations in MOOCs are known to result in passive role of the learner, lack of learner connect and engagement, limited interactivity with course content and peers, all of which result in low…
Descriptors: Student Centered Learning, Online Courses, Instructional Design, Models
Ean Teng Khor; Dave Darshan – International Journal of Information and Learning Technology, 2024
Purpose: This study leverages social network analysis (SNA) to visualise the way students interacted with online resources and uses the data obtained from SNA as features for supervised machine learning algorithms to predict whether a student will successfully complete a course. Design/methodology/approach: The exploration and visualisation of the…
Descriptors: Prediction, Academic Achievement, Electronic Learning, Artificial Intelligence
Charlotte N. Gunawardena; Yan Chen; Nick Flor; Damien Sánchez – Online Learning, 2023
Gunawardena et al.'s (1997) Interaction Analysis Model (IAM) is one of the most frequently employed frameworks to guide the qualitative analysis of social construction of knowledge online. However, qualitative analysis is time consuming, and precludes immediate feedback to revise online courses while being delivered. To expedite analysis with a…
Descriptors: Models, Learning Processes, Knowledge Level, Online Courses
Hamza Polat; Elif Taslibeyaz – Education and Information Technologies, 2024
During the COVID-19 pandemic, there was an increase in the use of online courses, which required improvements in their effectiveness. To address this, the online flipped model was suggested as a solution, and this study aimed to assess the efficacy of using interactive instructional videos within an online flipped course design. The study employed…
Descriptors: Video Technology, Interaction, Flipped Classroom, COVID-19
Hong, Seungkyun; Jo, Yein; Kang, Youna; Lee, Hyun-Kyung – Journal of Museum Education, 2023
As museums evolve and shift toward interactive exhibitions by utilizing cutting-edge technologies, there has been a gap in research that distinguishes interactive exhibit experiences from static exhibit experiences. Therefore, using the grounded theory method [Corbin, Juliet, and Anselm Strauss. "Basics of Qualitative Research: Techniques and…
Descriptors: Museums, Teaching Methods, Exhibits, Information Technology
Yan Yang; Yoon Fah Lay – Education and Information Technologies, 2025
The global impact of COVID in 2020 is forcing higher education institutions in many countries to adopt a hybrid model of education. The shift to blended education has been trending globally. However, the change in pedagogy has reduced the quality of students' learning experience and prevented them from deep learning. Therefore, the current study…
Descriptors: Blended Learning, Higher Education, Resilience (Psychology), Teacher Role
Simone Titus; Dick Ng'ambi – International Journal of Game-Based Learning, 2023
Although game-based learning has gained significant attention in higher education globally, it is difficult to harness its engagement and interactions to improve student success. This paper argues that the use of digital games has the potential to interrupt social practices and increase engagement and interaction, thereby fostering meaningful…
Descriptors: Cross Cultural Training, Game Based Learning, Computer Games, Learner Engagement