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Alaa Alnajashi – Journal of Education and Learning, 2024
The current demand for integrating technology into English language instruction to engage students in meaningful conversations is pressing in the digital era. Despite this, research on employing Google tools for collaborative, task-based activities in English education is scarce, particularly in meeting the needs of today's digital learners and…
Descriptors: Foreign Countries, College Students, English Instruction, Student Motivation
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Mahasneh, Omar – International Journal of Instruction, 2021
The current study aimed to know the factors that affect university college student's acceptance and use of Mobile learning (ML), and to discover the relationships between these factors. The researcher used the relational descriptive approach through the questionnaire Instrument. The questionnaire consisted of (25) items distributed on (7) factors…
Descriptors: Undergraduate Students, Student Motivation, Intention, Electronic Learning
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Lih-Ching Chen Wang; Eddie T. C. Lam; Chong Xiao – International Journal of Technology in Education, 2023
This study examined the effectiveness of Memrise application in motivating American middle school students to learn Chinese as a foreign language (CFL). Participants (N = 27) in the study were middle school students enrolled in CFL courses in an urban public middle school in the Midwestern region of the United States. During the study, the…
Descriptors: Chinese, Second Language Learning, Middle School Students, Instructional Effectiveness
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Hsia, Lu-Ho; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Choreography is an important and challenging educational objective in dance courses. However, most previous technology-enhanced learning studies for dance education mainly focused on students' dance skills, while the issue concerning the approaches to promoting students' choreographic performance has generally been ignored. To address this issue,…
Descriptors: Dance Education, Reflection, Electronic Learning, Technology Integration
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
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Clarice M. Moran; Maya K. Woodall – English Journal, 2019
VR is not a space-age novelty for intense video gamers. It is a legitimate digital tool that can enhance the English language arts (ELA) curriculum and enrich--but not replace--traditional pedagogy. And it is surprisingly easy to implement, even for introductory-level technology users. In this article, the authors discuss the strategies and tools…
Descriptors: Computer Simulation, Grade 8, Electronic Learning, Language Arts
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Vaquero-Cristóbal, Raquel; Abenza-Cano, Lucía; Albaladejo-Saura, Mario; Meroño, Lourdes; Marcos-Pardo, Pablo J.; Esparza-Ros, Francisco; González-Gálvez, Noelia – Education Sciences, 2021
Background: In university education, there is a need to provide students with the ability to use knowledge, and it has been shown that the cooperative model, with respect to information and communication technology (ICT), is effective. The aim of this study was to analyze the influence of an educational innovation program, based on the jigsaw…
Descriptors: Educational Innovation, Student Motivation, College Students, Academic Achievement
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Goh, Tiong-Thye; Yang, Bing – International Journal of Educational Technology in Higher Education, 2021
E-learning systems are widely deployed in higher education institutions but sustaining students' continued use of e-learning systems remains challenging. This study investigated the relationship between e-learning engagement, flow experience and learning management system continuance via a mediated moderation interaction model. The context of the…
Descriptors: Electronic Learning, Blended Learning, Integrated Learning Systems, Higher Education
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Bouchrika, Imed; Harrati, Nouzha; Wanick, Vanissa; Wills, Gary – Interactive Learning Environments, 2021
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In…
Descriptors: Game Based Learning, Electronic Learning, Program Effectiveness, Technology Integration
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Sara Gonçalves; Bárbara Longa; Isabel Barroso; Conceição Rainho; Vítor Rodrigues – Current Issues in Education, 2025
The transformative impact of online tools in post-COVID-19 education is explored through a scoping review encompassing eight fundamental studies. This scoping review uniquely contributes to the existing literature by addressing specific gaps, such as the detailed comparison between pre- and post-pandemic educational practices and the underexplored…
Descriptors: Educational Technology, Technology Uses in Education, Educational Change, COVID-19
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Adams, Jonathan; Flavell, Fallyn; Raureti, Ramari – Research in Learning Technology, 2022
Pedagogy in vocational education is challenged by the increasing availability of mixed reality (MR) technologies. Wearable technologies such as the Microsoft HoloLens are being embedded in nursing education programmes in Aotearoa New Zealand and Australia and explored in other subject areas such as construction, architecture, and engineering.…
Descriptors: Computer Simulation, Assistive Technology, Educational Technology, Vocational Education
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Cheng, Zui; Richardson, Jennifer C.; Newby, Timothy J. – Journal of Computing in Higher Education, 2020
Students' goal-setting skills are highly related to their academic learning performance and level of motivation. A review of the literature demonstrated limited research on both applicable goal-setting strategies in higher education and the support of technology in facilitating goal-setting processes. Addressing these two gaps, this study explored…
Descriptors: Recognition (Achievement), Goal Orientation, Academic Achievement, Student Motivation
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Huyen Pham Thi; Que Nhi Tran; Long Gia La; Ha My Doan; Tien Duc Vu – Journal of Applied Research in Higher Education, 2023
Purpose: This paper, employing the model integrated from Theory of Planned Behaviour (TPB) and Technology Acceptance (TAM), will examine factors affecting Vietnamese students' acceptance behaviour towards online learning. The research aims at finding out the motivating factors and measuring their influence on students' intention to accept digital…
Descriptors: Foreign Countries, Electronic Learning, Undergraduate Students, Digital Literacy
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Anwar, Khoirul – Cypriot Journal of Educational Sciences, 2021
A problem that still persists in Collaborative Writing is the lack of use of relevant technology to counter lessened interaction and learning participations in developing writing skills effectively. To offset these difficulties, this study examines the use of Edmodo on students' collaborative writing. This study used a quasi-experimental study of…
Descriptors: Collaborative Writing, Writing Instruction, Instructional Effectiveness, Writing Improvement
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Abdul Rahman, Noorihan; Ahmad Zukarnain, Zuriani; Mohd Zain, Nor Asma; Yusof, Rozianiwati – Malaysian Journal of Learning and Instruction, 2021
Purpose: Online learning is an essential platform to support varying learning conditions, anytime and anywhere. It helps connect online communities regardless of one's geographical location and time zone. During the COVID-19 outbreak in Malaysia, the use of online learning platforms has become a crucial option for accomplishing learning…
Descriptors: COVID-19, Pandemics, Electronic Learning, Online Courses
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