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Deeva, Galina; De Smedt, Johannes; De Weerdt, Jochen – IEEE Transactions on Learning Technologies, 2022
Due to the unprecedented growth in available data collected by e-learning platforms, including platforms used by massive open online course (MOOC) providers, important opportunities arise to structurally use these data for decision making and improvement of the educational offering. Student retention is a strategic task that can be supported by…
Descriptors: Electronic Learning, MOOCs, Dropouts, Prediction
Renske de Groot – ProQuest LLC, 2022
This phenomenological study explored how art museum educators and administrators in art museums in the Netherlands and Belgium perceive technology enhanced learning. The participants consisted of 14 museum educators. Interviews from this study were recorded and transcribed for further identification of themes within the data. A general conclusion…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
Gabriel De Freitas – ProQuest LLC, 2022
According to research, at least 50% of students participate in online courses as opposed to face-to-face courses in non-profit, Higher Education (HE) institutions. Relatively little research has explored the way students' performance in non-profit institutions is influenced by participating in an online course versus face-to-face course. As a…
Descriptors: Electronic Learning, In Person Learning, College Students, Academic Achievement
Staci Ann Gilpin – ProQuest LLC, 2022
As the popularity of online learning continues to grow, so do concerns about online student success. This study aims to contribute to the continuous improvement of online learning and improve outcomes for a distinct group of online learners. Utilizing social presence, the expectancy-value theory of motivation, and capitalizing on innovative…
Descriptors: Distance Education, Electronic Learning, Online Courses, Outcomes of Education
Salvador Huitzilopochtli – ProQuest LLC, 2022
This qualitative study sought to understand middle school students' developing mathematical arguments in a linguistically and culturally supportive classroom that featured mathematical writing and oral conferencing. Writing tasks and conferencing focused on developing the core algebraic practice of justifying by emphasizing audience and revision.…
Descriptors: Multilingualism, Algebra, Middle School Students, Mathematics Education
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Saenz, Jacobo; de la Torre, Luis; Chacon, Jesus; Dormido, Sebastian – IEEE Transactions on Learning Technologies, 2021
Researchers and teachers around the world have created newsoftware and hardware to develop, reuse, and deploy online laboratories (labs). However, due to the nature of labs, most of the available solutions depend greatly on where and how online labs can be used in the first place. Thus, there have been multiple design solutions and great…
Descriptors: Electronic Learning, Instructional Design, Learning Laboratories, Educational Strategies
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Cleuziou, Guillaume; Flouvat, Frédéric – International Educational Data Mining Society, 2021
Improving the pedagogical effectiveness of programming training platforms is a hot topic that requires the construction of fine and exploitable representations of learners' programs. This article presents a new approach for learning program embeddings. Starting from the hypothesis that the function of a program, but also its "style", can…
Descriptors: Programming, Computer Science Education, Electronic Learning, Data Analysis
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Ruchika Vatsa; Purnima Bhatnagar – International Journal of Information and Learning Technology, 2024
Purpose: The purpose of this paper is to apply systems modeling to explore the usability of the online learning platform in the future compared to its usefulness during the pandemic era. Design/methodology/approach: The applied systems research methodology has been used to develop a stock-flow model encompassing enablers and constraints for…
Descriptors: Electronic Learning, Student Behavior, Student Motivation, COVID-19
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Kanokpan Wiboolyasarin; Watcharapol Wiboolyasarin; Ruedee Kamonsawad; Phornrat Tiranant; Poomipat Boonyakitanont; Nattawut Jinowat – International Journal of Information and Learning Technology, 2024
Purpose: The use of three-dimensional virtual worlds (3DVWs) is increasingly becoming a common practice in language education to provide digital learning environments for second-language (L2) communicative classes. This study aimed to identify the key factors underlying communication in 3DVWs that can improve the communication skills of L2…
Descriptors: Computer Simulation, Virtual Classrooms, Electronic Learning, Second Language Instruction
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Lauren Schnell-Peskin; Gina Riley; Kristen Hodnett; Virginia Gryta; April Kisamore – International Journal of Information and Learning Technology, 2024
Purpose: It is now considered commonplace to teach in a multigenerational higher education classroom that is made up of Baby Boomers, Generation X, Y and Z students. To ensure that all students, regardless of their generational identity, are successful in the classroom, educators must teach purposefully, with an understanding of the variables that…
Descriptors: Student Needs, Higher Education, Intergenerational Programs, Adult Students
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Qingchuan Li; Yan Luximon; Jiaxin Zhang; Yao Song – British Journal of Educational Technology, 2024
Although the utilization of mobile technologies has recently emerged in various educational settings, limited research has focused on cognitive load detection in the pen-based learning process. This research conducted two experimental studies to investigate what and how multimodal data can be used to measure and classify learners' real-time…
Descriptors: Cognitive Processes, Difficulty Level, Electronic Learning, Handwriting
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Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
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Ying-Lien Lin; Wei-Tsong Wang – Education and Information Technologies, 2024
Understandability and completeness are essential in modern collaborative digital platforms and their learning systems. These platforms have shaken up the traditional education setting, particularly in leveraging the coauthoring approach in problem-solving and streamlining the learning behavior of cowriting or corevising. Such a learning context…
Descriptors: Electronic Learning, Cooperative Learning, Problem Based Learning, Authors
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Carmen Smith – International Journal of Mathematical Education in Science and Technology, 2024
Embodied cognition theory underscores the importance of the interactions among the mind, body and environment, and instructors can make use of these connections to support learning through body-based learning activities. However, synchronous online learning presents challenges to this type of embodied pedagogy, as learning through physical actions…
Descriptors: Electronic Learning, Distance Education, Technology Uses in Education, Mathematics Education
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Simon M. Hutchinson; Karen L. Bacon; M. Jane Bunting; Elizabeth R. Hurrell – Journal of Geography in Higher Education, 2024
The Virtual Palaeosciences (ViPs) project is a collaborative initiative bringing palaeoscientists together to locate, access and share online educational resources (OERs). It began as a response to the 2020 shift to online learning when the COVID-19 pandemic curtailed field and lab work. We outline the development and initial outcomes of the…
Descriptors: Paleontology, Open Educational Resources, Electronic Learning, Shared Resources and Services
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