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Yuya Asano; Diane Litman; Quentin King-Shepard; Tristan Maidment; Tyree Langley; Teresa Davison – International Educational Data Mining Society, 2024
One of the keys to the success of collaborative learning is balanced participation by all learners, but this does not always happen naturally. Pedagogical robots have the potential to facilitate balance. However, it remains unclear what participation balance robots should aim at; various metrics have been proposed, but it is still an open question…
Descriptors: Cooperative Learning, Tutoring, Artificial Intelligence, Interpersonal Relationship
Valerie Irvine; Mariel Miller; Okan Bulut; Jean-Paul Restoule; George Veletsianos – OTESSA Conference Proceedings, 2024
While the COVID-19 pandemic significantly transformed post-secondary course delivery formats, little attention has been paid to post-pandemic learner preferences. To address this gap, we designed two scales to advance our understanding of learner preferences for online learning modalities: the Modalities of Digital Education -- Learner Preference…
Descriptors: Postsecondary Education, Electronic Learning, Internet, College Students
Gavin Tierney; Rochelle Urban; Gina Olabuenaga; Courtney Paulger – Lucas Education Research, George Lucas Educational Foundation, 2022
Project-based learning (PBL) is an inquiry-based approach that aims to engage students in challenging, active, and meaningful experiences connected to the world outside the classroom (Baines et al., 2021a). Project-based learning can improve student performance on traditional measures of academic achievement, build social and emotional learning…
Descriptors: Active Learning, Student Projects, Curriculum Design, Curriculum Development
Shabbir, Shahzad; Ayub, Muhammad Adnan; Khan, Farman Ali; Davis, Jeffrey – Interactive Technology and Smart Education, 2021
Purpose: Short-term motivation encompasses specific, challenging and attainable goals that develop in the limited timespan. On the other hand, long-term motivation indicates a sort of continuing commitment that is required to complete assigned task. As short-term motivational problems span for a limited period of time, such as a session,…
Descriptors: Learning Motivation, Electronic Learning, Time Factors (Learning), Learning Processes
Eastman, Billy; Rasmussen, Amy – Solution Tree, 2021
Imagine a thriving English classroom. One that's active, experiential, collaborative, and rigorous. "Authentic Literacy Instruction" will help you not just imagine this classroom, but also create it. Through a hands-on approach to student-centered literacy, the authors share how to reinvigorate your love for what you do and refine your…
Descriptors: Authentic Learning, Literacy, Student Empowerment, Secondary School Students
Adipat, Surattana; Laksana, Kittisak; Busayanon, Kanrawee; Asawasowan, Alongkorn; Adipat, Boonlit – International Journal of Technology in Education, 2021
A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching. The educational game learning approach used to teach English to non-native English-speakers who use English as a second or foreign language has recorded great success. This study provides an innovative framework…
Descriptors: Learner Engagement, Learning Processes, Game Based Learning, English (Second Language)
Singh, Akhil Kumar; V., Hari Narayanan – Contemporary Education Dialogue, 2021
This study seeks to argue that the embodied approach to cognition provides a comprehensive theoretical framework to revise some of our educational practices. Any educational activity presupposes some underlying assumption about human nature. Current dominant mainstream educational set-up is based upon disembodied accounts of the human mind, which…
Descriptors: Human Body, Experiential Learning, Learning Processes, Educational Practices
Esentas, Melike – International Journal of Curriculum and Instruction, 2021
The purpose of this study is to determine the opinions of the participants regarding the use of mind and intelligence games as a leisure time educational tool. The study population consists of a total of 97 mind and intelligence games trainers and referees as 58 women and 37 men with an average age of 38.103 who voluntarily participated in the…
Descriptors: Leisure Time, Games, Student Attitudes, Game Based Learning
Takuya Ito – ProQuest LLC, 2021
The human brain is a flexible information processing system. Across a range of simple and complex tasks, such as walking across the street to playing basketball, the brain transforms sensory information from the environment into corresponding motor actions. This sensory input to motor output transformation likely requires a sequence of complex…
Descriptors: Brain Hemisphere Functions, Cognitive Processes, Neurosciences, Perceptual Motor Learning
Therriault, Claire S.; Kantorowski, Eric J. – Journal of Chemical Education, 2021
The educational game "Make or Take" is designed to approach the notoriously challenging topic of organic synthesis in an entertaining and engaging way. In this unique, two-part game, teams of students are given identical lists of several synthetic transformations, each requiring multiple steps to complete. During the first part of the…
Descriptors: Active Learning, Game Based Learning, Organic Chemistry, Cooperative Learning
Mohammad, Milan; Viuff, Søren Lundgaard; Munch, Marie Warrer; Berg, Ronan M. G. – Advances in Physiology Education, 2021
Collaborative teaching strategies such as peer instruction and conventional group work have previously been shown to enhance meaningful learning, but they have not previously been compared. In this present study, we compared the impact of solving quizzes with peer instruction and conventional group work on immediate learning in a laboratory…
Descriptors: Peer Teaching, Cooperative Learning, Learning Activities, Physiology
Trongtorsak, Suvanna; Saraubon, Kobkiat; Nilsook, Prachyanun – Higher Education Studies, 2021
The objectives of this research were as follows:(1) to develop the collaborative experiential learning process for enhancing digital entrepreneurship; and (2) to carry out a suitability assessment of this process. In this study, the researcher performed analysis and synthesis involving the process of experiential learning, collaborative learning,…
Descriptors: Cooperative Learning, Experiential Learning, Entrepreneurship, Information Technology
Hao Tan – ProQuest LLC, 2021
Vision and language are the primary modalities of our human perception and learning. Recent years have witnessed fast development of methods that connect vision and language. Current deep learning methods are data-hungry, thus pre-training on large-scale data helps warm up the model and shows better fine-tuning results on downstream tasks.…
Descriptors: Visual Aids, Language, Prior Learning, Learning Processes
Viberg, Olga; Kukulska-Hulme, Agnes; Peeters, Ward – International Journal of Mobile and Blended Learning, 2023
Mobile-assisted language learning (MALL) research includes examination and development of second language learners' cognitive and metacognitive self-regulated learning skills, but the affective learning component of self-regulation in this context remains largely unexplored. Support for affective learning, which is defined by learners' beliefs,…
Descriptors: Metacognition, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Looi, Kim Hoe – Knowledge Management & E-Learning, 2023
e-Learning was abruptly adopted in many countries to mitigate the adverse consequences of the sudden closure of institutions of higher learning caused by the COVID-19 pandemic. Against this background, this study investigated how business undergraduates want to learn in the future and predictors of their future preferred mode of learning. 251…
Descriptors: Undergraduate Students, Student Attitudes, Cognitive Style, Teaching Methods

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