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Sanchez, Eric; Paukovics, Elsa; Cheniti-Belcadhi, Lilia; El Khayat, Ghada; Said, Bilal; Korbaa, Ouajdi – Education and Information Technologies, 2022
Digital and innovation competencies are nowadays highly required for students and faculty members in higher education institutions. We therefore need environments that incubate innovative learning scenarios to develop these competencies. We conducted a design-based research with the dual objective to develop learning labs in four universities and…
Descriptors: Learning Laboratories, Universities, Program Design, Program Implementation
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Bai, Xuemei; Gu, Xiaoqing; Guo, Rifa – Education and Information Technologies, 2023
This study aimed to verify the applicability of the community of inquiry (CoI) survey instrument in MOOC involving 1,186 college students from 11 different disciplines in China. Exploratory factor analysis was used to explore potential factor structure models, and confirmatory factor analysis was utilized to verify the four-factor structure…
Descriptors: Models, Audits (Verification), Construct Validity, Communities of Practice
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Salim Atay; Cennet Terzi Müftüoglu; Muhittin Sahin; Savas Ceylan – Education and Information Technologies, 2024
This research presents the design of Career Counselling Information System (CCIS), a web-based career counselling information system. The research aims to reveal a design framework for a web-based career information system integrated with universities' labour market performance to support career guidance processes. This research is structured as a…
Descriptors: Web Based Instruction, Career Counseling, Information Systems, Foreign Countries
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Iris Lim – Education and Information Technologies, 2024
Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a…
Descriptors: Neurosciences, Educational Games, Program Design, Program Implementation
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Benhamdi, Soulef; Babouri, Abdesselam; Chiky, Raja – Education and Information Technologies, 2017
Traditional e-Learning environments are based on static contents considering that all learners are similar, so they are not able to respond to each learner's needs. These systems are less adaptive and once a system that supports a particular strategy has been designed and implemented, it is less likely to change according to student's interactions…
Descriptors: Electronic Learning, Individualized Instruction, Instructional Materials, Preferences