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Showing 1 to 15 of 67 results Save | Export
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Kenan Gökdag; Meriç Özgeldi; Ilker Yakin – International Journal of Mathematical Education in Science and Technology, 2023
This study investigates sixth-grade students' explorations of tessellations with Scratch through the mathematical aesthetics. For this purpose, the study analyzed the students' explorations by considering the roles of mathematical aesthetics identified by Sinclair (2004): generative, evaluative, and motivational role. Six middle-school students…
Descriptors: Grade 6, Aesthetics, Mathematics Instruction, Geometric Concepts
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Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
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Endres, Tino; Leber, Jasmin; Böttger, Cornelius; Rovers, Sane; Renkl, Alexander – Psychology Learning and Teaching, 2021
The foundation of how students usually learn is laid early in their academic lives. However, many or even most students do not primarily rely on those learning strategies that are most favorable from a scientific point of view. To change students' learning behavior when they start their university education, we developed a computer-based adaptive…
Descriptors: Lifelong Learning, Learning Strategies, College Freshmen, Developmental Psychology
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George Hanshaw; Joanna Vance; Craig Brewer – Open Praxis, 2024
This study examines the impact of AI course assistants on student learning experiences in online undergraduate courses at Los Angeles Pacific University. A controlled experiment involving 92 students across treatment and control groups was conducted to evaluate the effectiveness of AI assistants developed by Nectir. The treatment group had access…
Descriptors: Instructional Effectiveness, Artificial Intelligence, Student Experience, Undergraduate Students
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Bai, Barry; Wang, Jing; Zhou, Huixuan – Computer Assisted Language Learning, 2022
The present study reports on the effects of a self-regulated (SRL) writing strategy-based intervention supported with e-learning tools on SRL strategy use in English writing with 468 Hong Kong primary school students. The changes to the students' motivation in English writing, and their e-learning acceptance were also measured. The study adopted a…
Descriptors: Metacognition, Writing Instruction, Elementary School Students, Intervention
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Li, Shan; Zheng, Juan – Asia-Pacific Education Researcher, 2018
The one-to-one computing environment provides students adaptive and individualized learning experiences, which has the great potential to enhance their learning performances, but it also requires students to actively motivate themselves to self-regulate their learning processes. This study examined the relationships between self-efficacy, task…
Descriptors: Self Efficacy, Grade 7, Learning Experience, Learning Processes
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Daumiller, Martin; Dresel, Markus – Journal of Experimental Education, 2019
Studying with digital media, learners often struggle because of inadequate self-regulation. Previous research presented clear evidence of metacognitive prompts being effective in supporting learning with digital media. This study examines the potential of motivational regulation prompts, which are assumed to additionally support self-regulated…
Descriptors: Metacognition, Cues, Student Motivation, Pretests Posttests
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Tan, Chia-Chen; Chen, Chih-Ming; Lee, Hahn-Ming – Computer Assisted Language Learning, 2020
A number of prominent educators have confirmed that developing learners' metacognitive strategies about listening is an important way of helping them learn how to listen to improve their listening. With the rapid development of information and communication technologies, many listening training systems provide various types of help options in…
Descriptors: Metacognition, Teaching Methods, Learning Strategies, Listening Skills
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Roh, Jaemin; Kim, Taewoong – Journal of Interactive Learning Research, 2019
This case study (n=5) explored how second language (L2) learners perceive changes in their learning autonomy in a technology-integrated, 3rd-year university Korean language class. The curriculum integrated three Web 2.0 tools (VoiceThread, Padlet, and a Grammar/Spell checker) and one mobile tool (Urimal 365: a synchronous chatting service for…
Descriptors: Computer Assisted Instruction, Handheld Devices, Electronic Learning, Second Language Learning
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Lao, Andrew Chan-Chio; Cheng, Hercy N. H.; Huang, Mark C. L.; Ku, Oskar; Chan, Tak-Wai – Journal of Educational Computing Research, 2017
One-to-one technology, which allows every student to receive equal access to learning tasks through a personal computing device, has shown increasing potential for self-directed learning in elementary schools. With computer-supported self-directed learning (CS-SDL), students may set their own learning goals through the suggestions of the system…
Descriptors: Computer Assisted Instruction, Independent Study, Learning Strategies, Student Motivation
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Pardo, Abelardo; Han, Feifei; Ellis, Robert A. – IEEE Transactions on Learning Technologies, 2017
Self-regulated learning theories are used to understand the reasons for different levels of university student academic performance. Similarly, learning analytics research proposes the combination of detailed data traces derived from technology-mediated tasks with a variety of algorithms to predict student academic performance. The former approach…
Descriptors: Student Centered Learning, Learning Theories, College Students, Academic Achievement
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Juarez Collazo, Norma A.; Corradi, David; Elen, Jan; Clarebout, Geraldine – Higher Education Studies, 2014
Research has documented the use of tools in computer-based learning environments as problematic, that is, learners do not use the tools and when they do, they tend to do it suboptimally. This study attempts to disentangle cause and effect of this suboptimal tool use for experienced learners. More specifically, learner variables (metacognitive and…
Descriptors: Electronic Learning, Computer Assisted Instruction, Computer Uses in Education, Use Studies
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van Seters, J. R.; Ossevoort, M. A.; Tramper, J.; Goedhart, M. J. – Computers & Education, 2012
Adaptive e-learning materials can help teachers to educate heterogeneous student groups. This study provides empirical data about the way academic students differ in their learning when using adaptive e-learning materials. Ninety-four students participated in the study. We determined characteristics in a heterogeneous student group by collecting…
Descriptors: Foreign Countries, Electronic Learning, Learning Strategies, Computer Assisted Instruction
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Vos, Nienke; van der Meijden, Henny; Denessen, Eddie – Computers & Education, 2011
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory "drag and…
Descriptors: Foreign Countries, Educational Games, Learning Strategies, Memory
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Gomez, Elizabeth Avery; Wu, Dezhi; Passerini, Katia – Computers & Education, 2010
The benefits of teamwork and collaboration have long been advocated by many educational theories, such as constructivist and social learning models. Among the various applications of collaborative learning, the iterative team-based learning (TBL) process proposed by Michaelsen, Fink, and Knight (2002) has been successfully used in the classroom…
Descriptors: Constructivism (Learning), Socialization, Educational Theories, Teamwork
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