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Qing Ma; Ming Ming Chiu – Language Learning & Technology, 2024
Students often have difficulties in self-regulating their vocabulary learning in mobile-assisted language learning (MALL). Building on past studies of vocabulary learning, MALL, self-regulation, and personalised learning (PL), we propose a self-regulated, collaborative, personalised vocabulary (SCPV) learning approach in MALL. In this exploratory…
Descriptors: Self Management, Vocabulary Development, Handheld Devices, Telecommunications
Mei-Rong Alice Chen – Language Learning & Technology, 2024
This study explores the impact of an innovative approach that combines artificial intelligence (AI) chatbot support with collaborative note-taking (CNT) in the comprehension of semantic terms among English as a Foreign Language (EFL) learners. Given the significance of semantics in English language learning, traditional didactic methods often…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Semantics
Ioannou, Andri; Constantinou, Vaso – TechTrends: Linking Research and Practice to Improve Learning, 2018
In a contemporary multicultural classroom in which students from diverse ethnic and cultural backgrounds learn together, it becomes necessary to embrace collaboration, social perspective-taking, and understanding of the "other" to help students comprehend classmates' values and perspectives. Based on the already researched affordances of…
Descriptors: Cooperative Learning, Perspective Taking, Technology Uses in Education, Educational Technology
Smith, Spencer; Chan, Samantha – Journal of Science Education and Technology, 2017
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…
Descriptors: Video Games, Higher Education, Cooperative Learning, Engineering Education
Sharp, Laurie A. – International Journal of Instruction, 2018
Technology has transformed learning at the postsecondary level and significantly increased the prevalence of digital learning environments. As adult educators approach instructional design, they must consider how to apply research-based practices that preserve the quality of instruction and provide adult learners with technology-based instruction…
Descriptors: Statistical Analysis, Pretests Posttests, Adult Students, Online Courses
Yeh, Hui-Chin; Hung, Hsiu-Ting; Chiang, Yu-Hsin – ReCALL, 2017
Studies suggest that the incorporation of online annotations in reading instruction can improve students' reading comprehension. However, little research has addressed how students use online annotations in their reading processes and how such use may lead to their improvement. This study thus adopted Reciprocal Teaching (RT) as an instructional…
Descriptors: Documentation, Reading Instruction, Reading Comprehension, Reciprocal Teaching
Ting, Yu-Liang; Tai, Yaming; Tseng, Teng-Hui; Tsai, Shin-Ping – Educational Technology & Society, 2018
Multimedia learning environments facilitate the construction of certain forms of representations and allow users to combine forms of representation that address different modalities. A promising approach entails having students construct representations of the domain. The process of constructing a representation elicits self-explanation effects…
Descriptors: Educational Technology, Technology Uses in Education, Videoconferencing, Handheld Devices
Hsiao, Hsien-Sheng; Chen, Jyun-Chen; Hong, Jon-Chao; Chen, Po-Hsi; Lu, Chow-Chin; Chen, Sherry Y. – EURASIA Journal of Mathematics, Science & Technology Education, 2017
A five-stage prediction-observation-explanation inquiry-based learning (FPOEIL) model was developed to improve students' scientific learning performance. In order to intensify the science learning effect, the repertory grid technology-assisted learning (RGTL) approach and the collaborative learning (CL) approach were utilized. A quasi-experimental…
Descriptors: Active Learning, Inquiry, Science Instruction, Models
Zengin, Yilmaz; Tatar, Enver – Educational Technology & Society, 2017
The aim of this study was to evaluate the implementation of the cooperative learning model supported with dynamic mathematics software (DMS), that is a reflection of constructivist learning theory in the classroom environment, in the teaching of mathematics. For this purpose, a workshop was conducted with the volunteer teachers on the…
Descriptors: Computer Software, Mathematics Instruction, Cooperative Learning, Educational Technology
Korucu, Agâh Tugrul; Cakir, Hasan – Malaysian Online Journal of Educational Technology, 2018
Some of the 21st century proficiencies expected from people are determined as collaborative working and problem solving. One way to gain these proficiencies is by using collaborative problem solving based on social constructivism theory. Collaborative problem solving is one of the methods allowing for social constructivism in the class. In…
Descriptors: Problem Based Learning, Educational Environment, Academic Achievement, Cooperative Learning
Fitzgerald, Miranda S.; Palincsar, Annemarie Sullivan – Reading & Writing Quarterly, 2017
The goals for engaging students in peer learning range from positioning students as knowledgeable others to promoting social-emotional learning goals to providing contexts in which students can articulate and compare their thinking to supporting opportunities to cogenerate solutions to complex problems. There are a number of complexities…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Grade 6
Heidi McKinley; Kristen Langellier; Alexia DeLeon; Dominique Avery; Tamara Tribitt; Bryan C. Lamb – Sage Research Methods Cases, 2016
This case study details the methodology of a pretest-posttest quasi-experimental design and explores the experiences of a productive cohort research team consisting of six individuals in a counselor education doctoral program. In 2014, the cohort began researching the impact of technology on the process of building cohesion in group counseling…
Descriptors: Research Methodology, Pretests Posttests, Counselor Training, Masters Programs
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Arshad, Mamoona; Akram, Muhammad Shakaib – International Review of Research in Open and Distributed Learning, 2018
The paper investigates the impact of virtual environmental characteristics such as collaboration, communication, and resource sharing on social media adoption by the academic community at the university level. Building on the social constructivist paradigm and technology acceptance model, we propose a conceptual model to assess social media…
Descriptors: Social Media, Technology Uses in Education, Higher Education, Universities
Ebrahimzadeh, Mohsen; Alavi, Sepideh – Teaching English with Technology, 2017
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, High School Students