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Showing 1 to 15 of 36 results Save | Export
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Carmen Toscano-Fuentes; Analí Fernández-Corbacho; M.Carmen Fonseca-Mora – Australian Journal of Adult Learning, 2024
Adult migrants need to attain proficiency in the language of their host society to fully integrate into those communities and lead meaningful lives. The concept of literacy, centred on reading and writing, has evolved to encompass multiliteracies, integrating linguistic, social, and digital aspects. This broader approach acknowledges that learners…
Descriptors: Adult Literacy, Literacy Education, Research Reports, Immigrants
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Mehmet Diyaddin Yasar; Mustafa Erdogan; Veli Batdi; Ülkü Cinkara – European Journal of Science and Mathematics Education, 2024
The aim of this study is to reveal the effect of cooperative learning method in science education on academic achievement with mixed-meta method. For this purpose, various national and international databases were searched, and among 81 articles and 37 theses covering the period between 2001 and 2022, 46 articles and 31 theses that included…
Descriptors: Cooperative Learning, Teaching Methods, Science Education, Positive Attitudes
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Pinky Kusuma Ningtyas; Hayuni Retno Widarti; Parlan Parlan – Journal of Science Learning, 2024
Social media is one of the platforms that is popular and familiar to various circles. This technology has penetrated multiple fields, especially education. Many studies have shown the use of social media in the learning process. This study aims to explore the use of social media in science learning environments and their impacts. The method used…
Descriptors: Social Media, Science Education, Learning Processes, Research Reports
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Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
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Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
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Ruofei Zhang; Di Zou – Computer Assisted Language Learning, 2024
Self-regulated learning has been frequently investigated and reported to be effective for second language education, so increasingly more researchers and educators have been interested in cultivating self-regulated second language learners. To assist researchers and educators, it appears beneficial to review previous studies concerning the…
Descriptors: Metacognition, Second Language Instruction, Second Language Learning, Research Reports
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Eggers, Jan Hein; Oostdam, Ron; Voogt, Joke – Australasian Journal of Educational Technology, 2021
Although self-regulation is an important feature related to students' study success as reflected in higher grades and less academic course delay, little is known about the role of self-regulation in blended learning environments in higher education. For this review, we analysed 21 studies in which self-regulation strategies were taught in the…
Descriptors: Metacognition, Blended Learning, Teaching Methods, Learning Strategies
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Saxena, Manisha; Mishra, Dharmesh K. – International Journal of Information and Communication Technology Education, 2021
Research has found that the new-age learner, Gen Z, is different from his/her predecessors and hence educators need new age pedagogical interventions to cater to this group of learners. With a change in the way the new age learner learns, the education system needs to revamp to incorporate tools that suit the need of the learner. The paper reviews…
Descriptors: Age Groups, Game Based Learning, Intervention, Higher Education
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Zhenjie Weng; Yao Fu – International Journal of Technology in Education, 2025
This systematic review analyses empirical studies on the implementation of Generative Artificial Intelligence (GenAI) in language education to highlight its impact on promoting inclusivity and bridging educational gaps. The review encompasses quantitative, qualitative, and mixed-methods research, with a focus on inclusivity and educational equity…
Descriptors: Inclusion, Artificial Intelligence, Computer Software, Equal Education
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Mustafa Senel – Journal on School Educational Technology, 2025
Artificial Intelligence (AI) technologies are increasingly being integrated into educational processes, offering various benefits to students, educators, and education systems. This study employs a meta-analysis approach to examine research conducted in Turkey on the use of AI in English as a Foreign Language (EFL) instruction and compares the…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, English (Second Language)
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Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
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Marzia Shurovi; Mohamad Fadhili Yahaya; Hafizah Hajimia; Md Kamrul Hasan – Malaysian Journal of Learning and Instruction, 2024
Purpose: There is an absence of systematic review papers in the achievement motivation theories literature. In terms of current research trends, English learning motivation is gaining attention as a determiner of success in FLA. Hence, this review aims to trace the trends in the empirical studies on achievement motivation theories and tools,…
Descriptors: Research Reports, Learning Motivation, Technology Uses in Education, English (Second Language)
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Hu, Yuanyuan; Gallagher, Timothy; Wouters, Pieter; Schaaf, Marieke; Kester, Liesbeth – Journal of Research in Science Teaching, 2022
Game-based learning (GBL) may address the unique characteristics of a single subject such as chemistry. Previous systematic reviews on the effects of GBL have yielded contradictory results concerning cognitive and motivational outcomes. This meta-analysis aims to: (a) estimate the overall effect size of GBL in chemistry education on cognitive,…
Descriptors: Game Based Learning, Teaching Methods, Chemistry, Science Instruction
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Musengimana, Jeannette; Kampire, Edwige; Ntawiha, Philothère – EURASIA Journal of Mathematics, Science and Technology Education, 2021
Science education is facing a challenge of students who are losing interest in learning science subjects including chemistry. This research provides a review of literature that emphasizes on the factors affecting secondary school students' attitudes toward chemistry. Thirty-six studies were selected in Google scholar and ERIC database in the time…
Descriptors: Student Attitudes, Secondary School Students, Learning Motivation, Chemistry
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Amine Ounissi; Raihana Romly; Azza Jauhar Ahmad Tajuddin; Md. Kamrul Hasan – Australian Journal of Applied Linguistics, 2025
Engagement in extensive reading (ER) on the internet provides learners with unparalleled access to diverse digital resources, positioning online extensive reading (OER) as a transformative extension of traditional ER practices. OER combines the principles of ER with the affordances of modern technology, offering interactivity, multimedia features,…
Descriptors: Reading Processes, Learning Management Systems, English (Second Language), Second Language Learning
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