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Castillo-Parra, Byron; Hidalgo-Cajo, Byron Geovanny; Vásconez-Barrera, Milton; Oleas-López, Julio – World Journal on Educational Technology: Current Issues, 2022
Gamification is a learning technique that transfers the mechanics of games to the educational environment in order to achieve better pedagogical results mediated by technological tools, this technique is used as an alternative to the traditional teaching methodology that is increasingly used in higher education, which is why the objective of the…
Descriptors: Gamification, Higher Education, Literature Reviews, Game Based Learning
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Childs, Joshua; Taylor, Z. W. – Technology, Knowledge and Learning, 2022
As districts nationwide transitioned online to deliver remote or hybrid instruction as a result of the COVID-19 pandemic, the Internet has become an increasingly important space for K-12 students, teachers, and many other stakeholders. This brief discusses the utility of Internet metrics to measure K-12 district websites and its usefulness for…
Descriptors: Blended Learning, Distance Education, COVID-19, Pandemics
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McFlynn, Erin; Day, Ann-Marie; Vaughan, Catherine; Young, Rachel; Maxwell, Brooke – Early Childhood Folio, 2022
An intentional teaching approach provided a Wellington kindergarten with valuable avenues for supporting the teaching and learning of young children from refugee and immigrant backgrounds. Despite reservations about implementing this approach, teachers found that it was possible to use it in a child-centred way. The teachers' research inquiry into…
Descriptors: Intentional Learning, Foreign Countries, Science Education, Kindergarten
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Galligan, Linda; Axelsen, Megan – Adults Learning Mathematics, 2022
This systematic literature review provides an overview of research and practices that have occurred over the last five years in the realm of adults learning mathematics through online learning. It includes research in the tertiary space, much of which has focused on university education. Systematic literature reviews are a method of making sense…
Descriptors: Online Courses, Adult Learning, Mathematics Education, Literature Reviews
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Dron, Jon – Journal of Open, Flexible and Distance Learning, 2022
The "distance" in "distance learning", however it is defined, normally refers to a gap between a learner and their teacher(s), typically in a formal context. In this paper I take a slightly different view. The paper begins with an argument that teaching is fundamentally a technological process. It is, though, a vastly complex,…
Descriptors: Electronic Learning, Distance Education, Students, Teachers
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Tadesse, Animaw; Kenea, Ambissa – Cogent Education, 2022
The purpose of this study was to examine school-level learning of post-1994 instructional reforms via the lens of organizational learning theory (OLT) in a sample primary school. Data were collected from three teachers, a school principal and head of Woreda Education Office (WEO) using interviews. Besides, data were collected from review of…
Descriptors: Foreign Countries, Educational Change, Elementary Schools, Organizational Learning
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Ayob, Mohd Asraf; Hadi, Nurulhudaya Abdul; Pahroraji, Mohamad Ezad Hafez Mohd; Ismail, Balkhiz; Saaid, Mohammad Nabil Fikri – Asian Journal of University Education, 2022
Many universities shifted to Open Distance Learning (ODL) to ensure the continuity of teaching and learning when COVID-19 struck. One of the applications is 'Discord' which has become popular among gamers. Since many university students are gamers themselves, it is vital to investigate the use of Discord in the classroom. Therefore, this paper…
Descriptors: Computer Mediated Communication, Learner Engagement, COVID-19, Pandemics
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Kudale, Pritam; Buktar, Rajesh – International Journal of Virtual and Personal Learning Environments, 2022
Augmented Reality (AR) is growing technology that superimpose 3D images onto real world. This enhances the user's real-world experience. This potential of AR can be utilized effectively in teaching learning for engineering graphics course. There is visualization limitation for engineering students entering in first year, and this leads them to…
Descriptors: Computer Simulation, Technology Uses in Education, Learning Processes, Electronic Learning
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dos Anjos, Fernando Elemar Vicente; Rocha, Luiz Alberto Oliveira; da Silva, Débora Oliveira; Pacheco, Rodrigo; Pinheiro, Divina Márcia Borges – International Journal of Virtual and Personal Learning Environments, 2022
Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches…
Descriptors: Electronic Learning, Computer Simulation, Engineering Education, Literature Reviews
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Li, Shan; Lajoie, Susanne P. – European Journal of Psychology of Education, 2022
Integrating the two dominant theories of self-regulated learning (SRL) and cognitive engagement could advance our understanding of what makes students more efficient, effective learners. An integration of these theories has yet to be explored, and this paper addresses this gap by proposing a novel integrative model of SRL engagement. Specifically,…
Descriptors: Learner Engagement, Learning Theories, Self Management, Models
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Lai, Yuzhi; Saab, Nadira; Admiraal, Wilfried – Education and Information Technologies, 2022
Language learners in higher education increasingly use out-of-class self-directed learning facilitated by mobile technology. In order to make informed educational decisions, this study sets out to provide an overview of empirical research into learning strategies that self-directed learners use with the support of mobile technology in language…
Descriptors: Learning Strategies, Independent Study, Second Language Learning, Higher Education
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Kohnke, Lucas; Moorhouse, Benjamin Luke – RELC Journal: A Journal of Language Teaching and Research, 2022
Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language learning environments. Many teachers have begun to employ digital apps and tools (e.g. Mentimeter and GoSoapBox) as a more interactive alternative to traditional activities. One product…
Descriptors: Gamification, Game Based Learning, Second Language Learning, Language Teachers
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Chung, HeeJae – New Directions for Adult and Continuing Education, 2022
Learning a language is a lifelong process and requires motivation, patience, a great deal of effort to continuously observe, reflect, and apply the acquired knowledge and skills in practice. Building on an experiential learning approach to support lifelong learning offers a wide range of ways in which instructors can create and deliver engaging…
Descriptors: Best Practices, Adult Education, English (Second Language), Second Language Learning
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Veerasamy, Senthil; Goswami, Susobhan – International Journal of Education and Development using Information and Communication Technology, 2022
Traditional classroom infrastructure has been completely replaced by digital platforms such as Zoom, Microsoft Teams, Google Meet, and others during the COVID-19 pandemic. The primary objective of this research is to empirically verify the research question "Is online learning providing better academic performance than offline (face-to-face)…
Descriptors: Electronic Learning, In Person Learning, Instructional Effectiveness, Distance Education
List, John A.; Shah, Rohen – National Bureau of Economic Research, 2022
In organizations, teams are ubiquitous. "Weakest Link" and "Best Shot" are incentive schemes that tie a group member's compensation to the output of their group's least and most productive member, respectively. In this paper, we test the impact of these incentive schemes by conducting two pilot RCTs (one in-person, one online),…
Descriptors: Incentives, Graduate Students, Mathematics Instruction, College Mathematics
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