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Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
Wen, Bo – ProQuest LLC, 2022
This dissertation investigates an overarching research question: how can recognition-type incentives, such as gamification and peer gifting, motivate users' knowledge seeking and contributions in e-learning and online Q&A (question and answer) communities? To address this question, I conducted three studies. In Chapter 2, I examine how social…
Descriptors: Gamification, Recognition (Achievement), Incentives, Learning Motivation
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Zhang, Yuan; Taylor, Jonathan E. – American Association for Adult and Continuing Education, 2022
Whether an adult is motivated or unmotivated to learn depends on the actual learning experience. To further our understanding of English as a second language (ESL) learners and their language learning experience, this paper delves into the intricate realm of learning resistance. Ultimately, we seek to provide a comprehensive perspective on…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Learning Motivation
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Alotumi, Mohialdeen – Education and Information Technologies, 2022
Blended learning combines face-to-face instruction and online learning experiences. It capitalizes on online learning management systems, one of which is Google Classroom (GC). Nevertheless, empirical investigations have mirrored literature gaps in understanding how the GC platform affects students' behavioral intention to harness it for web-based…
Descriptors: Graduate Students, Student Behavior, Intention, Electronic Learning
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Theelen, Hanneke; van Breukelen, Dave H. J. – Journal of Computer Assisted Learning, 2022
Background: Since about 2010 e-learning has been embedded in educational practice and has become, surely due to the COVID-19 pandemic, increasingly important. Objectives: Although much has been written about e-learning, little is known about crucial didactic and pedagogical design principles for e-learning. This review tried to fill that gap.…
Descriptors: Instructional Design, Electronic Learning, Higher Education, COVID-19
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Lebrón, Mariana J.; Lasley, Joe – New Directions for Student Leadership, 2022
Games aren't just useful products, the process of creating games is playful and full of learning potential. This article builds upon a discussion of game-based learning as a cyclical, iterative process that includes motivation, action, and feedback by taking the discussion of the activity of creating games as learning activity. Leadership students…
Descriptors: Games, Design, Leadership, Game Based Learning
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Kermarrec, Gilles; Regaieg, Ghada; Clayton, Rebecca – Physical Education and Sport Pedagogy, 2022
Introduction: Students' learning strategies and self-regulation processes are considered highly important in academic and Physical Education contexts. Educational researchers have called for mixed-method designs to investigate how students learn and not only what they learn. The aim of this literature review was to analyze the use of mixed-method…
Descriptors: Learning Strategies, Physical Education, Metacognition, Learning Processes
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Hailikari, Telle; Virtanen, Viivi; Vesalainen, Marjo; Postareff, Liisa – Active Learning in Higher Education, 2022
Constructive alignment is often promoted as a principle to enhance the quality of learning but the student perspective has often been neglected when exploring its influence on student learning. There is therefore a need to further explore how students' experiences of the different elements of constructive alignment influence the approach to…
Descriptors: Alignment (Education), Learning Processes, Active Learning, Student Attitudes
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Gioiosa, Marie Elaine; Kinkela, Katherine – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this study is to propose an alternative approach to the think-pair-share active learning method and assess it for outcomes. Design/methodology/approach: This paper evaluates student knowledge of the course content presented in the study (data analytics and artificial intelligence) using a pre- and post-test process with…
Descriptors: Active Learning, Learning Activities, Cooperative Learning, Instructional Effectiveness
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Zammit, Jacqueline – Asian-Pacific Journal of Second and Foreign Language Education, 2022
The EULALIA (Enhancing University Language courses with an App powered by game-based learning and tangible user interface activities) project aimed to enhance the learning methodologies of four university language courses for Erasmus students in Italy, Malta, Poland and Spain by developing innovative and effective learning tools based on mobile…
Descriptors: Handheld Devices, Game Based Learning, Semitic Languages, Foreign Countries
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Thanh Vu To; Diem Thi Ngoc Hoang; Linh Thuy Nguyen; Tien Tung Le – Policy Futures in Education, 2025
Interaction in online learning has a significant role in enhancing students' engagement and learning outcomes. Students' and teachers' perceptions of online learning interaction are essential for online learning success. Despite the various findings in students' and teachers' perceptions of online learning interaction, the perspective comparison…
Descriptors: Teacher Attitudes, Student Attitudes, Electronic Learning, Interaction
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Beatriz González-Fernández – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2025
Second language acquisition (SLA) researchers have long searched for patterning in the development of linguistic elements (e.g., grammar and morphology). However, little attention has been given to the examination of systematicity in vocabulary acquisition, limiting our understanding about how overall vocabulary is learnt. The current study…
Descriptors: Vocabulary Development, Language Acquisition, Sequential Learning, Written Language
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Funda Örnek; Shaima Alaam – Science & Education, 2025
This study analyzed Bahraini primary school science textbooks and workbooks from grades 1 to 6 in terms of their coverage of the five essential features of scientific inquiry. These features include the following: feature 1, engaging learners in scientifically oriented questions; feature 2, making learners give priority to evidence in responding…
Descriptors: Foreign Countries, Science Instruction, Textbooks, Content Analysis
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Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
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Muhammad Farrukh Shahzad; Shuo Xu; Xin An; Hira Zahid; Muhammad Asif – European Journal of Education, 2025
The arrival of generative artificial intelligence (GAI) technologies marks a significant transformation in the educational landscape, with implications for teaching and learning performance. These technologies can generate content, simulate interactions, and adapt to learners' needs, offering opportunities for interactive learning experiences. In…
Descriptors: Artificial Intelligence, Learning Processes, Teaching Methods, Foreign Countries
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