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Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
Rian Vebrianto; Neni Hermita; Dedi Irawan; Iqbal Miftakhul Mujtahid; Musa Thahir – Journal of Education and Learning (EduLearn), 2024
The "Sekolah Penggerak" program is one of the Indonesian Government's efforts to realize the vision of Indonesian education, namely an advanced Indonesia that is sovereign, independent, and possesses the Pancasila personality. As the leading actors in education, teachers play an important role in implementing educational programs. This…
Descriptors: Teacher Attitudes, Attitude Change, Faculty Development, Student Centered Learning
Unproctored Assignment-Based Online Assessment in Higher Education: Stakeholder Evaluation of Issues
Nguyen, Hong Thu Thi – Issues in Educational Research, 2023
This study investigates unproctored assignment-based assessment implementation in an online teaching environment compared to on-site assessment. A mixed-method research approach was conducted with the participation of 284 English-major students, 6 teachers, and 4 experts at a university in Vietnam. Data collection instruments included a…
Descriptors: Foreign Countries, Student Evaluation, Online Courses, Computer Assisted Testing
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Turner, Jasmine S.; Taha, Karine; Ibrahim, Nisreen; Neijenhuijs, Koen I.; Hallak, Eyad; Radford, Kate; Stubbé-Alberts, Hester; de Hoop, Thomas; Jordans, Mark J. D.; Brown, Felicity L. – Journal on Education in Emergencies, 2022
Evaluations of education technology (ed tech) interventions in humanitarian settings are scarce. We present a proof-of-concept study of Can't Wait to Learn, a digital game-based learning program that combines an experiential, active learning design with meaningful, competency-appropriate, and contextually relevant content. We assessed the…
Descriptors: Out of School Youth, Game Based Learning, Symptoms (Individual Disorders), Mental Health
Yusuf Akyildiz – Journal of Educational Technology and Online Learning, 2025
Virtual reality (VR) presents an innovative and powerful approach to foreign language teaching, offering immersive and interactive environments that support vocabulary acquisition in engaging and meaningful ways. This study investigates the potential of VR using the self-developed application GermanVR, specifically designed to enhance vocabulary…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Instruction
Flick-Takács, Nikolett – Journal of Pedagogy, 2021
Lifelong learning (LLL) became a basis for education policies in the 21st century. The GLLI (Global Lifelong Learning Index) ranks countries based on their performance in LLL (Kim, 2016). The present paper aims to compare a successful country (Germany) with a mid-performing country (Hungary) in two ways: (1) by comparing the two countries'…
Descriptors: Lifelong Learning, Student Attitudes, Educational Attitudes, Preservice Teachers
Hong-Thu Thi Nguyen – Journal of Learning for Development, 2024
This study investigates students' evaluations of the effects of using a website builder-based project (WBP) on learning English for Specific Purposes (Legal English), specifically in relation to reflection, collaboration and skills development. The study also examines how WBP affects student learning motivation and academic achievement, as well as…
Descriptors: Program Effectiveness, Web Sites, English for Special Purposes, English (Second Language)
Zhu, Yue; Zhang, Jia Hua; Au, Wing; Yates, Greg – Educational Technology Research and Development, 2020
Studies have been conducted on university students' continuous intention to learn online from the perspectives of learning motivation and capability, perceptions or attitudes, and online learning experiences. However, few have examined how the above factors will relate to each other and contribute to students' online learning intention. This…
Descriptors: College Students, Student Attitudes, Online Courses, Blended Learning
Kaitlyn M. Sorochka; Vecihi S. Zambak – Middle Grades Research Journal, 2024
Recent literature justifies the use of virtual learning in supporting middle-grades students' mathematical knowledge development and emphasizes the critical role of motivation in learning (Lo & Hew, 2020; Murphy et al., 2020; Spitzer & Musslick, 2021). Intrinsic and extrinsic motivation both play a role in learning for middle-grades…
Descriptors: Middle School Mathematics, Middle School Students, Electronic Learning, Student Motivation
Bhagat, Kaushal Kumar – Commonwealth of Learning, 2020
This report evaluates blended learning implementation at the Uganda Management Institute (UMI), Uganda. The study assessed the effectiveness of blended learning (BL) for participants' learning performance and their perceptions about BL. The sample of this study included 7 faculty members and 31 participants who enrolled for 5 blended courses…
Descriptors: Foreign Countries, Blended Learning, Program Implementation, Program Effectiveness
José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
Barrett, Alex; Pack, Austin; Guo, Yajing; Wang, Ningjuan – Interactive Learning Environments, 2023
Virtual reality is a rapidly developing technology and its applications are being explored in a variety of educational fields. While an increasing amount of attention is being paid to VR as a language learning tool, there remains less research on using VR with languages other than English. Adapting the Technology Acceptance Model, this study…
Descriptors: Second Language Learning, Chinese, Educational Technology, Technology Uses in Education
Svetlana Poleschuk; Andrea Soldo; Thomas Dreesen – UNICEF Innocenti - Global Office of Research and Foresight, 2023
In Bosnia and Herzegovina, the number of refugees and migrants arriving in the country has increased from just a few dozen arrivals annually prior to 2017 to 95,000 between 2018 and 2022. This increase has put incredible strain on the country's education systems. This research presents critical findings on the implementation and effectiveness of…
Descriptors: Refugees, Immigrants, Teaching Methods, Blended Learning
García-Martínez, Inmaculada; Fernández-Batanero, José María; Fernández-Cerero, José; León, Samuel P. – Journal of New Approaches in Educational Research, 2023
Artificial intelligence (AI) and computational sciences have aroused a growing interest in education. Despite its relatively recent history, AI is increasingly being introduced into the classroom through different modalities, with the aim of improving student achievement. Thus, the purpose of the research is to analyse, quantitatively and…
Descriptors: Artificial Intelligence, Computation, Academic Achievement, Meta Analysis