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Showing 1 to 15 of 22 results Save | Export
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Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
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Thanapat Sripan; Nutwichida Lertpongrujikorn – Journal of Education and Learning, 2025
Artificial intelligence's (AI) quick development has had a big impact on education, especially in industries like electronic media production that call for both creative expression and practical abilities. In a classroom action research setting, this project investigates how to use AI-powered learning activities to improve students' proficiency in…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Undergraduate Students
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Patthanan Bootchuy; Phantipa Amornrit – Journal of Education and Learning, 2025
The objectives of this research were to: 1) develop an artificial intelligence chatbot-integrated learning platform to enhance information, media, and technology literacy skills for 21st-century learners in distance learning system, and 2) study the effects of using this platform to enhance these skills. The sample group consisted of 32…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Technological Literacy
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Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
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Yildiz, Ezgi Pelin – Journal of Education and Learning, 2021
In today's world, where people live together with technology, digitalisation is increasingly taking its place as an indispensable part of our lives. However, rapid developments and changes in technology have led to compulsory digitalisation processes in all sectors. In addition to the pandemic process, digital transformation has now become a…
Descriptors: COVID-19, Pandemics, School Closing, Educational Technology
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Theeravej Raklaemthong; Pratima Bunchau; Waranya Dathpong; Panit Thongdee – Journal of Education and Learning, 2025
This study explores the need for producing Thai Diorama documentaries to enhance learning experiences. Based on a survey of 50 respondents, the research focuses on three main aspects: content and presentation, graphic design and presentation techniques, and utilization. The findings show that the overall demand for such documentaries is very high.…
Descriptors: Foreign Countries, Documentaries, Art Products, Visual Aids
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Sirisuda Thanavanitchayakul; Patcharee Srichok – Journal of Education and Learning, 2024
This research aimed to create a smart training application innovation to develop Thai language reading skills for Thai grade 1 students, targeting an efficiency standard of 80/80. The study compared the reading abilities of Thai grade 1 students before and after using the application. These students were from the Network School of the Teacher…
Descriptors: Foreign Countries, Reading Skills, Grade 1, Elementary School Students
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Sreejun, Surang; Chatwattana, Pinanta – Journal of Education and Learning, 2023
The objectives of this research are (1) to study and synthesise the conceptual framework of the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products and digital empathy, (2) to develop the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products…
Descriptors: Inquiry, Computer Simulation, Creativity, Empathy
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Supanun Pimdee; Thapanee Seechaliao – Journal of Education and Learning, 2025
The research objectives were to 1) study the current conditions, problems, and good practices regarding teaching and learning 2) develop a blended instructional model using problem-based learning with graphic organizers to enhance systems thinking skills in computational science for students in lower secondary school and 3) study the results of…
Descriptors: Blended Learning, Instructional Materials, Secondary School Students, Grade 7
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Mahalli; Khalimatus Sadiyah; Aliva Rosdiana – Journal of Education and Learning, 2024
Islamic University of Nahdlatul Ulama (UNISNU) Jepara has been implementing hybrid learning which combines face-to-face and online learning for several years. This research investigated how hybrid learning is implemented in teaching and learning and how the facility is provided by institution to support the success of the hybrid learning…
Descriptors: Foreign Countries, Blended Learning, Educational Technology, In Person Learning
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Ahmad A. Alenezi; Manair A. Alanezi; Abdullah M. Alazemi – Journal of Education and Learning, 2024
The COVID-19 pandemic significantly affected all sectors, including education--schools were affected by widespread lockdowns, which necessitated the adoption of online learning platforms. Using a mixed-methods research methodology incorporating questionnaires and interviews, researchers in the current study examined the impact of e-learning on…
Descriptors: Electronic Learning, Educational Technology, High School Students, English (Second Language)
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Jie Wang; Winai Thongpuban; Saman Asawapoom – Journal of Education and Learning, 2025
The COVID-19 pandemic instigated a global educational crisis, compelling an abrupt transition from traditional in-person instruction to emergency remote teaching. This sudden shift underscored the need for robust learning management models capable of navigating unprecedented disruptions. The objectives of this research were to ascertain the needs…
Descriptors: Foreign Countries, COVID-19, Pandemics, Secondary Schools
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Erdogan, Erdi; Akbaba, Bulent – Journal of Education and Learning, 2018
The technology revolution continues to profoundly influence the educational process. Thus, the traditional teaching process is changing and education which is individualized with technology supported teaching processes comes to the forefront. One of the concrete indicators is the flipped classroom model. The purpose of this study is to determine…
Descriptors: Social Studies, Teaching Methods, Educational Technology, Technology Uses in Education
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Hakami, Mohssen – Journal of Education and Learning, 2020
The present study aims to explore Nearpod as a tool to promote active learning in higher education. In this study, Nearpod is regarded as a tool that can be used to enhance teaching and learning for those lectures provided by male instructors to female students at Sharoura College of Science and Arts, Najran University. Hence, the Nearpod is…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, College Faculty
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Yan, Jun; Yang, Hui; Niu, Jiqiang; Chen, Yuling – Journal of Education and Learning, 2022
The smart teaching model of flipped classroom based on cloud learning platform is the trend of college classroom teaching reform. By means of the Chaoxing Learning Platform and the teaching practice of cultural geography, this paper constructs a peer instruction relied on the flipped classroom. The three stages that teachers and students need to…
Descriptors: Flipped Classroom, Geography Instruction, Human Geography, Educational Technology
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