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Mageswaran Sanmugam, Editor; Zuheir N. Khlaif, Editor; Wan Ahmad Jaafar Wan Yahaya, Editor; Zaleha Abdullah, Editor – Springer, 2025
This book explains how educators can use artificial intelligence in education to enhance student engagement and improve learning outcomes by sharing best practices for using AI to enhance learning quality and foster sustainable teaching. This book covers various topics related to the use of AI in education, from designing activities to using AI in…
Descriptors: Artificial Intelligence, Higher Education, Computer Uses in Education, Educational Innovation
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Kreil, Jamie L.; Vanek, Jen – COABE Journal: The Resource for Adult Education, 2021
For nearly one year, the EdTech Center at World Education led a field test of the unique mobile app, Learning Upgrade. In this report, we share use scenarios and observations gleaned from this research in adult English speakers of other languages (ESOL) and basic education programs across the U.S. The field test helps us better understand how and…
Descriptors: Adult Education, English (Second Language), Adult Basic Education, Handheld Devices
Kathleen Ann Dilks – ProQuest LLC, 2021
Colleges across the country are looking to increase institutional enrollment with graduate-level offerings. Institutions of higher learning have a mission to educate, serve, and prepare all students personally and professionally. The documented need for well-trained student affairs professionals, student orientations, and appropriate services…
Descriptors: Graduate Students, Graduate Study, Self Esteem, Learner Engagement
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Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra
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Stefano Licchelli; Laura Barnett – Journal of Learning Development in Higher Education, 2023
Escape rooms are becoming prevalent in their use as a form of playful learning and gamification in higher education, often used for a multitude of purposes to enhance students' higher education learning experiences. Whilst studies have reported their valuable uses in a range of contexts, they have often focussed on undergraduates and fewer have…
Descriptors: Formative Evaluation, Virtual Classrooms, Gamification, Student Experience
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Chan, Sumie – Distance Learning, 2022
The study compares the effectiveness, popularity, and ease of applicability of different learning tools in virtual classrooms among university teachers and students regarding the users' technological literacy and training, as well as equipment support offered by the universities during the pandemic. Comparisons between face-to-face teaching in…
Descriptors: Postsecondary Education, Electronic Learning, Educational Technology, COVID-19
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Chan, Sumie – Quarterly Review of Distance Education, 2022
The study compares the effectiveness, popularity, and ease of applicability of different learning tools in virtual classrooms among university teachers and students regarding the users' technological literacy and training, as well as equipment support offered by the universities during the pandemic. Comparisons between face-to-face teaching in…
Descriptors: Postsecondary Education, Electronic Learning, Educational Technology, COVID-19
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Katherine A. Kim; F. Selin Bagci; Anwell Ho – IEEE Transactions on Education, 2024
Contribution: This study provides an implementation of a partially flipped classroom with gamification aspects that has shown a statistically significant increase in student performance relative to traditional lecture. Background: Electronic Circuits is a challenging required course for first-year students in the Electrical Engineering degree…
Descriptors: Flipped Classroom, Gamification, Student Improvement, Academic Achievement
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Aladeen Yousef Rashid Hmoud; Omar Hasan Salah; Raya Ahmad Hasan Altalib – Cogent Education, 2024
This study aims to examine the factors that impact the adoption of gamification, specifically the use of points, badges, and leaderboards, in universities in Jordan and Palestine and its impact on students' academic performance. Guided by the technology-organization-environment (TOE) framework and resource-based view (RBV) theory principles, this…
Descriptors: Gamification, Higher Education, Academic Achievement, Foreign Countries
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Clark, Renee; Spisso, Abra; Ketchman, Kevin J.; Landis, Amy E.; Parrish, Kristen; Mohammadiziazi, Rezvan; Bilec, Melissa M. – Journal of Civil Engineering Education, 2021
Recruitment, retention, and preparation of students in science, technology, engineering, and math (STEM) fields are critical to meeting the global challenges of the 21st century. Gamification--game playing concepts used in another activity--has been postulated as an active teaching strategy that engages students, encourages a sense of community,…
Descriptors: Gamification, Educational Games, Game Based Learning, STEM Education
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Clark, Daniel – Research in Learning Technology, 2022
This study presents an evaluation of an online game-based student access, retention, progression and attainment (ARPA) initiative at the University of Kent. The initiative, a narrative-based simulation of a condensed student journey from pre-enrolment to graduation, is designed to prepare and support students in their transition to and…
Descriptors: Evaluation Methods, Electronic Learning, Access to Education, School Holding Power
Suijing Yang; Daniel Taylor-Griffiths; Fabienne van der Kleij; Pauline Taylor-Guy; Ralph Saubern – Australian Council for Educational Research, 2025
Many existing reviews of educational technologies focus on the affordances of specific types of technology rather than how different technologies can be designed and used to achieve specific teaching and learning objectives. Furthermore, there appears to be a widely held assumption that the use of educational technology will result in improved…
Descriptors: Teacher Empowerment, Educational Technology, Technology Uses in Education, Technology Integration
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Sam Goundar, Editor – IntechOpen, 2025
"Massive Open Online Courses -- Learning Frontiers and Novel Innovations" explores the potential of MOOCs in revolutionizing global education. This book looks into the advancements, challenges, and innovative practices that define the evolving world of online learning. Chapters in the book address critical themes such as learner…
Descriptors: MOOCs, Educational Trends, Educational Innovation, Global Approach
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Bosede Iyiade Edwards, Editor; Bruno Lot Tanko, Editor; Mustafa Klufallah, Editor; Hassan Abuhassna, Editor; Caleb Chidozie Chinedu, Editor – Lecture Notes in Educational Technology, 2025
This book explores the symbiotic relationship between human learning and machine learning, examining how emerging technologies and human-machine interfaces are reshaping the educational landscape. Organized into four sections with 20 chapters, it provides a multidisciplinary perspective on the dynamic intersection of these twin concepts. Bridging…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Learning
Rosalyn Kelson Richards – ProQuest LLC, 2021
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing…
Descriptors: Best Practices, Gamification, Game Based Learning, Computer Simulation
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