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Chenghao Wang; Xueyun Li – International Journal of Computer-Assisted Language Learning and Teaching, 2025
D-ID Creative Reality Studio (D-ID) is a platform for creating Artificial Intelligence (AI) presenter (digital human) videos, translating videos, and designing conversational agents. D-ID seamlessly integrates deep-learning face animation technology, large language models (LLMs), natural language processing (NLP), and speech synthesis and…
Descriptors: Artificial Intelligence, Design, Video Technology, Animation
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Zola Chi-Chin Lai – International Journal of Adult Education and Technology, 2025
This study examined the impact of a blended teaching approach versus traditional instruction on listening comprehension and strategy use among EFL students in a Taiwanese university. Using a quasi-experimental design, 103 low-intermediate students were divided into experimental (n=52) and control (n=51) groups over 18 weeks. The experimental group…
Descriptors: Blended Learning, Second Language Learning, Second Language Instruction, English (Second Language)
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Megan N. Imundo; Inez Zung; Mary C. Whatley; Steven C. Pan – Metacognition and Learning, 2025
We investigated the benefits of two ways to use flashcards to perform retrieval practice: alone versus with a partner. In three experiments, undergraduate students learned word-definition pairs using flashcards alone (Individual condition) or with another student (Paired condition). Participants then made global judgments of learning (gJOLs;…
Descriptors: Undergraduate Students, Instructional Materials, Word Recognition, Paired Associate Learning
Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
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Shannon Hogan; Juanita Urban-Rich – Journal of Geoscience Education, 2025
The goal of this research was to test the effectiveness of a new science curriculum focused on increasing awareness and knowledge of microplastic pollution in middle school students. The curriculum utilized three teaching methods including lectures, object-mediated learning, and peer collaboration to enhance student engagement and learning. The 84…
Descriptors: Middle School Students, Plastics, Pollution, Science Education
Marivic G. Molina; Erna V. Yabut – Journal of Practical Studies in Education, 2025
This study investigated the impact of computer-aided assessment on the enhancement of critical thinking skills in non-routine problem-solving across three distinct learning delivery modalities: fully online, balanced blended, and predominantly face-to-face (F2F) blended. The study aimed to evaluate the effectiveness of computer-aided assessment in…
Descriptors: Critical Thinking, Thinking Skills, Skill Development, Computer Assisted Testing
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Shasha Qi; Ali Derakhshan – Education and Information Technologies, 2025
This study explores the relationship between technology-based collaborative learning and learners' social regulation, academic emotions, and academic presentation. The researchers invited 695 English as a Foreign Language (EFL) students of different ages and learning backgrounds to participate in the research by questionnaire. The validated…
Descriptors: Technology Uses in Education, Cooperative Learning, Second Language Learning, English (Second Language)
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Razieh Safarifard; Masoud Gholamali Lavasani; Elaheh Hejazi; Fatemeh Narenji Thani – Knowledge Management & E-Learning, 2024
The pedagogy aspect of education has been the key factor influencing the effectiveness and quality of e-learning platforms. However, there is a lack of systematic review with an emphasis on the pedagogical aspect when it comes to e-learning in higher education. This research aims to systematically review seven major databases to identify the…
Descriptors: Electronic Learning, Higher Education, Journal Articles, Constructivism (Learning)
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Chungsoo Na; Soojeong Jeong; Jody Clarke-Midura; Youngin Shin – Educational Technology Research and Development, 2024
The Community of Inquiry (CoI) framework has gained widespread recognition as a theoretical model for understanding student learning in online environments. Despite its prevalence, CoI has been critiqued for its limited emphasis on learners' proactive roles in self-regulating their own learning. To address this, researchers have suggested…
Descriptors: Undergraduate Students, Online Courses, Electronic Learning, Mathematics Instruction
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G. Mauricio Mejía; Yumeng Xie; Luca Simeone; Stephanie Tomlin – International Journal of Art & Design Education, 2025
As design becomes more oriented towards strategy, services and systems, design learning is no longer something apprentices can develop only with masters' input and critique. Further, the experimentation and reflection commonly occurring inside studio-based education is insufficient. Real-world or live projects offer an alternative to learning…
Descriptors: Design, Art Education, Strategic Planning, Skill Development
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Dahwi Ahn; Jason C. K. Chan – Applied Cognitive Psychology, 2025
COVID-19 greatly increased the online delivery of higher education. But one limitation of online learning is that students often struggle to stay engaged while watching online lectures. We examined whether including an instructor's face in lecture videos (instructor visibility) enhances student engagement or learning. In two preregistered…
Descriptors: Learner Engagement, Video Technology, Lecture Method, Student Attitudes
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Yifat Davidoff; Wurud Jayusi – Education and Information Technologies, 2025
Higher Education has serious challenges regarding academic online teaching-learning-evaluation methods and tools. This study examined 980 students from diverse disciplines about their social-emotional-psychological (SEP) perceptions. We also examined the presence and desirability of 14 TLE (teaching-learning-evaluation) tools in the online…
Descriptors: Instructional Effectiveness, Electronic Learning, Learning Strategies, Student Attitudes
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Amine Hatun Atas; Zahide Yildirim – Educational Technology Research and Development, 2025
This study advances the emerging research on shared metacognition through the lens of the community of inquiry framework. It seeks components and utterances of the community of inquiry and shared metacognition in online collaborative learning environments to bring an instructional design model to the fore. A three-cycle design-based research…
Descriptors: Metacognition, Instructional Design, Models, Electronic Learning
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Yang Tian; Tak Jie Chan; Sharifah Sofiah Syed Zainudin; Farhana Muslim Mohd Jalis – Journal of Educators Online, 2025
This study aims to identify the mediating effect of collaborative learning on the relationship between Learning Management System (LMS) usage and academic performance among undergraduate students in a public university through the constructivism theory. The study employed a purposive sampling survey method, and 381 valid respondents were…
Descriptors: Learning Management Systems, Cooperative Learning, Academic Achievement, Undergraduate Students
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Fabian Tomaschek; Michael Ramscar; Jessie S. Nixon – Cognitive Science, 2024
Sequence learning is fundamental to a wide range of cognitive functions. Explaining how sequences--and the relations between the elements they comprise--are learned is a fundamental challenge to cognitive science. However, although hundreds of articles addressing this question are published each year, the actual learning mechanisms involved in the…
Descriptors: Sequential Learning, Learning Processes, Serial Learning, Executive Function
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