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Stephen P. Gordon; Jovita M. Ross-Gordon – i.e.: inquiry in education, 2024
This article considers the potential benefits of integrating the knowledge base on adult learning with teacher inquiry. The first part of the article provides an overview of key concepts discussed in the literature on adult learning, including the characteristics of adult learners, self-directed learning, experiential learning, transformative…
Descriptors: Adult Learning, Adult Students, Student Characteristics, Independent Study
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Wang Ziyi; Dong Xinchun; Chen Ye; Wang Zeyu; Marcin Bialas – British Journal of Special Education, 2024
This article investigates whether the use of instruments providing quantifiable force feedback in manual skill learning can assist students with learning difficulties. Under the same theoretical teaching model, one group (intervention group, n = 10) received education with quantitative force feedback for manual skills, while the other group…
Descriptors: Learning Disabilities, Experiential Learning, Conventional Instruction, Time Factors (Learning)
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Albert Rof; Andrea Bikfalvi; Pilar Marques – TechTrends: Linking Research and Practice to Improve Learning, 2025
Microlearning is gaining ground in the higher education domain. Despite this trend, there is a lack of evidence of effectiveness when a large number of microlearning units are grouped to form a macrolearning programme. The purpose of this paper is to explore how and why a macrolearning affects students' self-efficacy. The originality of this paper…
Descriptors: Business Education, Teaching Methods, Computer Assisted Instruction, Critical Thinking
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Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
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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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