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Kevin McCaughey; Rick Rosenberg – English Teaching Forum, 2024
Authors Kevin McCaughey and Rick Rosenberg demonstrate techniques for using board games to stimulate student-centered language practice that is flexible, productive, engaging, and fun. The article includes tips for efficient game play and for using games with a variety of levels and class sizes. The authors show that playing board games for…
Descriptors: Game Based Learning, Second Language Learning, Student Centered Learning, English (Second Language)
Christian Moro; Kathy Ann Mills; Charlotte Phelps – Interactive Learning Environments, 2024
Tertiary institutions are migrating away from didactic and teacher-centred approaches, and instead, pivoting to lesson designs that encourage hands-on learning and student engagement. However, this practice is often "try and see", with few frameworks providing evidence-based approaches for practical application that demonstrates how…
Descriptors: Active Learning, Learning Activities, Higher Education, Cooperative Learning
Hua Ma; Wen Zhao; Yuqi Tang; Peiji Huang; Haibin Zhu; Wensheng Tang; Keqin Li – IEEE Transactions on Learning Technologies, 2024
To prevent students from learning risks and improve teachers' teaching quality, it is of great significance to provide accurate early warning of learning performance to students by analyzing their interactions through an e-learning system. In existing research, the correlations between learning risks and students' changing cognitive abilities or…
Descriptors: College Students, Learning Analytics, Learning Management Systems, Academic Achievement
Tom Reshef-Israeli; Shulamit Kapon – Online Submission, 2024
As problems become increasingly complex, science educators need to better understand how new knowledge is constructed and applied in heterogeneous team collaborations, and how to teach students to productively engage in these processes. We discuss the emergence of insights in collaborative sensemaking and suggest a model that articulates the…
Descriptors: Comprehension, Constructivism (Learning), Teaching Methods, Learner Engagement
Qi Zhang – International Journal of Educational Technology in Higher Education, 2024
This study investigates how engagement (E), foreign language enjoyment (FLE), and ambiguity tolerance (AT) exert mediation/moderation in metaverse-based foreign language learning (FLL). Featuring augment/simulation-based experiences and self-fulfillment/external-control-oriented mechanics, metaverse provides virtualized interactive circumstances…
Descriptors: Second Language Learning, Second Language Instruction, Cognitive Style, Affective Behavior
Mauro H. André – Strategies: A Journal for Physical and Sport Educators, 2024
Student-centered pedagogical models (e.g., games-based approaches) have been encouraging physical education teachers to teach team and individual sports with game forms (small-sided and modified games) that promote play time for all students. These teaching methodologies promote students' motivation and engagement and enable an easier transition…
Descriptors: Educational Games, Physical Education, Curriculum Development, Game Based Learning
Li, Xiaoxia; Zhu, Wanxia – Education and Information Technologies, 2023
Based on the existing 3P model, this paper constructed a new 3P model under the blended-project-based learning (BPBL) environment, used the course teaching data to verify this model, and revealed the potential factors that affect the learning process and learning outcomes. The results showed that the presage variables of academic motivation and…
Descriptors: Transfer of Training, Skill Development, Blended Learning, Active Learning
Hong, Jon-Chao; Tsai, Chi-Ruei; Tai, Kai-Hsin – Research in Science & Technological Education, 2023
Background: Students need to practice their hands-on skills when they are young to develop confidence for their future careers. Nowadays, iSTEAM (integrated science, technology, engineering, arts and mathematics) contests provide opportunities for participants to experience meaningful and challenging hands-on tasks that may foster learning, and to…
Descriptors: Art Education, STEM Education, Self Esteem, Learning Activities
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
Shabbir, Shahzad; Ayub, Muhammad Adnan; Khan, Farman Ali; Davis, Jeffrey – Interactive Technology and Smart Education, 2021
Purpose: Short-term motivation encompasses specific, challenging and attainable goals that develop in the limited timespan. On the other hand, long-term motivation indicates a sort of continuing commitment that is required to complete assigned task. As short-term motivational problems span for a limited period of time, such as a session,…
Descriptors: Learning Motivation, Electronic Learning, Time Factors (Learning), Learning Processes
Badal, Yudish Teshal; Sungkur, Roopesh Kevin – Education and Information Technologies, 2023
The outbreak of COVID-19 has caused significant disruption in all sectors and industries around the world. To tackle the spread of the novel coronavirus, the learning process and the modes of delivery had to be altered. Most courses are delivered traditionally with face-to-face or a blended approach through online learning platforms. In addition,…
Descriptors: Prediction, Models, Learning Analytics, Grades (Scholastic)
Yang Lan; Mohd Rashid Bin Saad – Asia-Pacific Education Researcher, 2025
Emotions can influence online teaching and learning, according to existing studies. PERMA theory enjoys great fame in both positive psychology field and English foreign language context since it was proposed by Seligman, which includes five domains, namely positive emotions, engagement, relationship, meaning, and achievement. Although there is a…
Descriptors: Communities of Practice, English (Second Language), Second Language Learning, Second Language Instruction
Safaa Youssef El-Mansy – ProQuest LLC, 2023
As educators, our goal is to help our students be successful, but in order to accomplish this, we need to understand what factors contribute to student success. One factor, small-group active learning, has been correlated to improved academic outcomes; however, the magnitude of this improvement can vary across different courses, different types of…
Descriptors: Chemistry, Science Instruction, Worksheets, Discourse Analysis
Jinnie Shin; Bowen Wang; Wallace N. Pinto Junior; Mark J. Gierl – Large-scale Assessments in Education, 2024
The benefits of incorporating process information in a large-scale assessment with the complex micro-level evidence from the examinees (i.e., process log data) are well documented in the research across large-scale assessments and learning analytics. This study introduces a deep-learning-based approach to predictive modeling of the examinee's…
Descriptors: Prediction, Models, Problem Solving, Performance
Chukwudum Collins Umoke; Musa Adekunle Ayanwale; Sunday Odo Nwangbo; Ngele Cletus Ezeoke; Sunday Okechukwu Abonyi; Stella Oluwakemi Olatunbosun – Discover Education, 2025
Innovative instructional strategies are critical for fostering engagement and inclusivity in education, especially in technology-driven fields such as computer studies. Despite their potential, the broader impacts of modeling instructional approaches on student interest remain underexplored, particularly in secondary education. This study…
Descriptors: Educational Strategies, Teaching Methods, Models, Junior High School Students