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Lorrie Ann Kelly – ProQuest LLC, 2023
The problem is that online learners in universities experience mind-wandering while viewing video lectures because of low rates of engagement, leading to a loss of focus. The purpose of this qualitative case study is to explore how interactive online activities that relate directly to a lecture can mitigate the problem faced by online university…
Descriptors: Learner Engagement, Video Technology, Lecture Method, Electronic Learning
Abdullah Kalay; Yüksel Deniz Arikan – Journal of Educational Technology and Online Learning, 2023
Since motivation is known to be a critical factor, approaches, methods, techniques, and materials that would affect motivation positively are utilized in learning and teaching processes. Gamification is used by including game components into teaching processes to enhance students' motivation, attract their attention to the lesson and boost…
Descriptors: Instructional Materials, Gamification, Student Motivation, Academic Achievement
Tulaskar, Rucha; Turunen, Markku – Education and Information Technologies, 2022
COVID-19 pandemic has affected the entire world in many ways. It has sparked a prominent pedagogical shift for university level students, as it has changed the way students learn, attend classes, or communicate with teachers. Globally, every student is forced to adopt Emergency Remote Learning (ERL) as a result of immediate transformation of…
Descriptors: College Students, Student Attitudes, COVID-19, Pandemics
Kruk, Mariusz – Computer Assisted Language Learning, 2022
The first part of the paper offers the characteristics of the affective variables of willingness to communicate, motivation, language anxiety and boredom as located within the framework of the complex dynamic systems. The second part aims to discuss the results of a study intended to examine the effect of "Second Life" on two English…
Descriptors: Student Attitudes, Communication (Thought Transfer), Student Motivation, Attention Control
Rosenthal, Sonny; Walker, Zachary – International Journal for the Scholarship of Teaching and Learning, 2020
Video compositing can be used to combine images of the instructor and content, which the instructor can monitor in real time. We evaluated the student experience of this "live composite" format in two carefully designed experiments. Results showed the perceived quality of and student preference for live composite lectures is not…
Descriptors: Video Technology, Lecture Method, Educational Technology, Conventional Instruction
Tan, Su-Mae; Liew, Tze Wei; Gan, Chin Lay – Information and Learning Sciences, 2020
Purpose: The aim of this paper is to examine the effects of a learner's regulatory focus orientation and message frame of a motivational virtual agent in an e-learning environment. Design/methodology/approach: On the basis of quasi-experimental design, university sophomores (n = 210) categorized as chronic promotion-focus, chronic prevention-focus…
Descriptors: Student Motivation, Technology Uses in Education, Electronic Learning, Computer Mediated Communication
Wu, Shu-Fen; Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2021
Previous studies measured flow states using students' self-reported experiences, resulting in issues regarding nonobjective and nonreal-time data. Thus, this study used an electroencephalogram (EEG) to measure the EEG-detected real-time flow states (EEG-Fs) of 30 students from the 4th and 5th grades. Their EEG measurements, self-reported…
Descriptors: Brain Hemisphere Functions, Diagnostic Tests, Student Attitudes, Grade 4
Hajhashemi, Karim; Caltabiano, Nerina; Anderson, Neil – Australian Educational Computing, 2016
In conjunction with the arrival of emerging technologies, many universities are encouraging their educators to rethink and reframe their teaching approaches and delivery methods. Integrating different types of media to enhance delivery of subject materials to higher education students is growing in national and international importance. As a…
Descriptors: Foreign Countries, College Students, Rural Youth, Rural Schools
Bigenho, Christopher William – ProQuest LLC, 2011
The rapid growth of online and blended learning environments in both higher education and K-12, along with the development of innovative game based, narrative driven, problem-based learning (PBL) systems known as Alternate Reality Games (AltRG), has led to the need to understand student's abilities to self-regulate their learning behaviors…
Descriptors: Electronic Learning, Blended Learning, Problem Based Learning, Educational Games
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 12th International Conference on Mobile Learning 2016, which was organized by the International Association for Development of the Information Society, in Vilamoura, Algarve, Portugal, April 9-11, 2016. The Mobile Learning 2016 Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Foreign Countries, Conferences (Gatherings), Conference Papers, Telecommunications