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Qi Wang; Shengquan Yu; Xiaofeng Wang – Journal of Educational Computing Research, 2024
Chinese as a second language (CSL) learning has attracted more attention and supporting learners with adaptive resources becomes difficult. Some online systems recommended pre-designed resources from existing databases while the resources could not match learners' context. Designing resources dynamically according to learners' needs could be a…
Descriptors: Second Language Learning, Chinese, College Students, Online Systems
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Charlott Sellberg; Elin Nordenström; Roger Säljö – Frontline Learning Research, 2024
This study connects to an ongoing discussion about the limits and affordances of simulators as realistic and relevant contexts for professional learning, in this case in the development of visual expertise. Earlier studies of simulator-based maritime pilot training conclude that there are risks associated with so-called negative skills transfer…
Descriptors: Virtual Classrooms, Visual Aids, Marine Education, Computer Simulation
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Sarah B. Stanger; Sarah J. Lucas – Teaching of Psychology, 2024
Background: College students have increasing mental health needs; however, there has not been a related increase in services available. Mental health apps offer an avenue to support access to student mental healthcare. Objective: This study incorporated an indirect service-learning project involving evaluating and recommending mental health apps…
Descriptors: Service Learning, Evidence Based Practice, Electronic Learning, Mental Health
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Wenli Chen; Si Zhang; Zhongling Pi; Jesmine S. H. Tan; Yun Wen; Chee-Kit Looi; Jennifer Yeo; Qingtang Liu – Technology, Pedagogy and Education, 2024
This study investigates the role of a collaboration script, the Funnel Model, in supporting students' computer-supported collaborative scientific argumentation, and how the students appropriated the collaboration script in scientific argumentation. In this exploratory case study, a class of 33 Secondary grade four students went through four phases…
Descriptors: Cooperative Learning, Scripts, Computer Assisted Instruction, Persuasive Discourse
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Hsieh-Jun Chen – Innovation in Language Learning and Teaching, 2024
Purpose: Despite the acknowledged benefits of digital storytelling in fostering language development, investigations into its cognitive and affective dimensions in English-as-a-Foreign-Language (EFL) education, especially concerning high and low achievers, have been scarce. This study, therefore, aimed to scrutinize the effects of multimodal…
Descriptors: Story Telling, Educational Technology, English (Second Language), Second Language Learning
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Atalay Biresaw; Berhanu Bogale – Education and Information Technologies, 2024
When students are provided with detailed and immediate feedback on their performance in an online test, they may get some pedagogical benefits from the exercise. This study examined the effects of elaborative feedback on students' reading comprehension skills: inference, reading for gist, and detail reading. The study followed a pre-test post-test…
Descriptors: Web Based Instruction, Feedback (Response), Reading Skills, Skill Development
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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Cristina Cunha-Perez; Miguel Arevalillo-Herraez; David Arnau – IEEE Transactions on Learning Technologies, 2024
This article introduces a set of teaching strategies to enhance second language learning for students with Down syndrome (DS) enrolled in an English course covering material from the first two years of primary school. A set of instructional support strategies has been defined and integrated into an online learning software, developed ad hoc to…
Descriptors: Teaching Methods, Second Language Instruction, Students with Disabilities, Down Syndrome
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Mjellma Carabregu-Vokshi; Gokcen Ogruk-Maz; Sinan Yildirim; But Dedaj; Adelina Zeqiri – Education and Information Technologies, 2024
Crucial for organizations' business performance, 21st-century digital skills have gained prominence. The Covid-19 pandemic's impact on individuals, education, and higher education institutions led to a shift from traditional face-to-face to remote synchronous learning. Students experienced diverse information and communication technologies (ICTs),…
Descriptors: 21st Century Skills, COVID-19, Pandemics, Technological Literacy
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Michelle Hudson; Heather Leary; Max Longhurst; Joshua Stowers; Tracy Poulsen; Clara Smith; Rebecca L. Sansom – International Journal for Lesson and Learning Studies, 2024
Purpose: The authors are developing a model for rural science teacher professional development, building teacher expertise and collaboration and creating high-quality science lessons: technology-mediated lesson study (TMLS). Design/methodology/approach: TMLS provided the means for geographically distributed teachers to collaborate, develop,…
Descriptors: Rural Schools, Science Teachers, Faculty Development, Teacher Competencies
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Poonam Arya; Tanya Christ; Ming Ming Chiu; Pei Li – Journal of Digital Learning in Teacher Education, 2024
Using formative design experiment, we engaged in iterative rounds of data collection, analysis, and redesign across three rounds to explore and hone 41 preservice-teachers' (PTs') preparation for selecting and integrating digital texts/tools in literacy instruction. Each PT submitted about two videos of literacy tutoring sessions (88 total). These…
Descriptors: Preservice Teachers, Electronic Books, Electronic Learning, Literacy Education
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Paula Gil Ruiz – Discover Education, 2024
This research examines the impact of gamification on the development of critical thinking skills to counter misinformation, focusing specifically on students' roles as developers of educational software. Involving 107 university students, this study employs an experimental pretest-posttest methodology. An educational Escape Room was implemented,…
Descriptors: Gamification, Teaching Methods, Social Media, Sustainability
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Xin Zhao; Colin Derek McClure – RELC Journal: A Journal of Language Teaching and Research, 2024
The use of virtual learning communities has shown great potential for language education. Research suggests that video-conferencing technology can assist teachers in creating such communities for second-language teaching. Gather.Town is a gamified, video-conferencing platform that revolutionizes the traditional static video-conferencing experience…
Descriptors: Gamification, Learner Engagement, Electronic Learning, Second Language Learning
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Binar Kurnia Prahani; Hanandita Veda Saphira; Budi Jatmiko; Suryanti; Tan Amelia – Journal of Turkish Science Education, 2024
As humanity reaches the 5.0 industrial revolution, education plays a critical role in boosting the quality of human resources. This paper reports bibliometric research on emerging TiP during 1993-2022 in the educational field to analyse its development on any level of education during the last three decades. This study employed a Scopus database.…
Descriptors: Physics, Educational Technology, Science Instruction, Electronic Learning
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Hadeel Saed; Amani M. Al-Refai; Duaa Aladwan; Mohammad Abu-Rahme; Eiad Alnajjar; Fadi Masalha; Iman Basheti – Pegem Journal of Education and Instruction, 2024
This research aims to study Factors Influencing Academic Staff Attitudes Towards Smart Boards Use in Education Process in Applied Science University. Additionally, it seeks to examine the moderating role of the type of school. The research's independent variables consist of Factors (interaction, self-efficiency, course design, technical support,…
Descriptors: Teacher Attitudes, Technology Uses in Education, College Faculty, Institutional Characteristics
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