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Liliana, Liliana; Santosa, Paulus Insap; Kusumawardani, Sri Suning – World Journal on Educational Technology: Current Issues, 2022
Massive Open Online Course (MOOCs) has helped develop the education sector since the COVID-19 pandemic, though it causes low retention. This study used a systematic literature review method to analyze the factors affecting the retention level of MOOCs participants in developing countries and worldwide. A total of 89 publications in the Scopus…
Descriptors: MOOCs, Academic Persistence, Usability, Value Judgment
Durnali, Mehmet; Orakçi, Senol; Toraman, Çetin – Malaysian Online Journal of Educational Technology, 2022
About four million people living in Turkey or abroad with a Turkish passport enrolled in distance education schools to have the opportunity to complete their compulsory formal education in the spring of 2018-19. The aim of this descriptive study was to determine distance education students' acceptance of online learning systems, their attitudes…
Descriptors: Distance Education, Online Courses, Student Attitudes, Difficulty Level
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
Acosta-Medina, Julieth Katherin; Torres-Barreto, Martha Liliana; Cárdenas-Parga, Andrés Felipe – Australasian Journal of Educational Technology, 2021
Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's…
Descriptors: Student Motivation, Preferences, College Students, Game Based Learning
Eryilmaz, Selami; Deniz, Gülhanim – Turkish Online Journal of Educational Technology - TOJET, 2021
This study was conducted to determine the effect of Tinkercad use in computer programming education on students ' computational thinking skills and perceptions. In this context, 583 secondary school students studying in Ankara province of Turkey at the fifth, sixth, seventh and eighth grade level in the 2019-2020 academic year constitute the…
Descriptors: Computer Science Education, Programming, Instructional Effectiveness, Courseware
Saeed Al-Maroof, Rana; Alhumaid, Khadija; Salloum, Said – Education Sciences, 2021
During the recent vast growth of digitalization, e-learning methods have become the most influential phenomenon at higher educational institutions. E-learning adoption has proved able to shift educational circumstances from the traditional face-to-face teaching environment to a flexible and sharable type of education. An online survey was…
Descriptors: Intention, Electronic Learning, Adoption (Ideas), Technology Integration
Al-Adwan, Ahmad Samed; Albelbisi, Nour Awni; Aladwan, Shadia Hasan; Al Horani, Omar Mohammed; Al-Madadha, Amro; Al Khasawneh, Mohammad Hamdi – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The main objective of this study is to explore students' beliefs with regard to social media use (SMU) in higher education and the consequences of such use on the perception of their academic performance. Additionally, the study aims to determine the major influential factors with regard to SMU in student learning settings as a means…
Descriptors: Social Media, Positive Attitudes, Student Motivation, Undergraduate Students
Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2020
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The…
Descriptors: Educational Games, Computer Simulation, Game Based Learning, Handheld Devices
Blau, Gary; Drennan, Rob B., Jr.; Karnik, Satyajit; Kapanjie, Darin – Decision Sciences Journal of Innovative Education, 2017
Lower teaching evaluations can affect students' willingness to recommend an online course. To maintain online course quality, it is important to keep the "integrity" of a course, that is, offer to the extent possible, the same content and learning outcomes in an online course as the face-to-face (F2F) equivalent. This study explored the…
Descriptors: Undergraduate Students, Online Courses, Value Judgment, Communication (Thought Transfer)