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Gabriela de Carvalho Barros Bezerra; Wilk Oliveira; Ana Cláudia Guimarães Santos; Juho Hamari – ACM Transactions on Computing Education, 2024
Despite recent high interest among researchers and practitioners in learning programming, even the most dedicated learners can struggle to find motivation for studying and practicing programming. Therefore, in recent years, several strategies (e.g., educational games, flipped classrooms, and visual programming languages) have been employed to…
Descriptors: Gamification, Programming, Computer Science Education, Workshops
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Maciej Rys – Innovations in Education and Teaching International, 2024
Hackathon has been growing and taking various industries by storm thanks to its flexibility and ability to fit into them. It has been proven successful and helpful in solving different IT and non-IT challenges. They also serve as an intriguing educational and networking tool, encouraging people to pursue innovative studies and activities. However,…
Descriptors: Educational Innovation, Problem Solving, Attendance, Learning Motivation
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Sandris Zeivots; Jessica Tyrrell; Dewa Wardak – Australian Educational Researcher, 2024
While research exists on what constitutes meaningful learning, our study reveals the term meaningful is an ill-defined concept that is interpreted in multiple ways, often from a teacher-centric perspective. Less is known about what constitutes meaningfulness in the context of higher education, particularly in business education. This qualitative…
Descriptors: Higher Education, Graduate Students, Business Administration Education, Learning Experience
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Sebastian Björnhammer; Iann Lundegård; Jakob Gyllenpalm – Cultural Studies of Science Education, 2024
In science education, students need to work with laboratory elements that create conditions for them to learn to do science and experience the value of making meaning in this process. However, students rarely get to carry out investigations that resemble actual scientific practices. More often, they are encouraged to follow an already given…
Descriptors: Science Education, Scientific Concepts, Active Learning, Inquiry
Kelly Clarke – ProQuest LLC, 2024
This applied dissertation was designed to determine if cooperative learning strategies increased student engagement in a virtual elementary classroom. The purposes of this study were (a) to determine whether the implementation of cooperative learning strategies increased student engagement and (b) to explore student perceptions of engagement. In…
Descriptors: Learner Engagement, Electronic Learning, Cooperative Learning, Student Attitudes
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Fischer, Gerhard; Lundin, Johan; Lindberg, Ola J. – International Journal of Information and Learning Technology, 2023
Purpose: The main argument behind this paper is learning in the digital age should not be restricted to creating digital infrastructures for supporting current forms of learning nor taking schools in their current form as God-given, natural entities, but changing current forms of education by developing new frameworks and socio-technical…
Descriptors: Electronic Learning, Lifelong Learning, Transformative Learning, Educational Change
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Donna Daniels; Michael Kroth; Davin Carr-Chellman – American Association for Adult and Continuing Education, 2023
A model of individual continuous improvement based on lifelong learning processes and practices may provide a pathway to deeper, more meaningful experiences. Such a model could offer a method for individuals to strengthen their own sense of purpose and meaning through their chosen lifelong learning processes and practices. This paper explored…
Descriptors: Lifelong Learning, Student Improvement, Music Education, Learning Processes
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Hanall Sung; Mitchell J. Nathan – British Journal of Educational Technology, 2024
Collaborative learning, driven by knowledge co-construction and meaning negotiation, is a pivotal aspect of educational contexts. While gesture's importance in conveying shared meaning is recognized, its role in collaborative group settings remains understudied. This gap hinders accurate and equitable assessment and instruction, particularly for…
Descriptors: Cooperative Learning, Motion, Human Body, Learning Analytics
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Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
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Maurizio Costabile; David Birbeck; Claire Aitchison – International Journal of Science Education, 2025
This paper explores the effective development and use of interactive simulations as a learning tool, integrating didactic and active approaches with complex laboratory and lecture content in undergraduate biochemistry and immunology courses. University science courses require students to master vast quantities of foundational knowledge that is…
Descriptors: Undergraduate Students, Biochemistry, STEM Education, Computer Simulation
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Candice C. Morey; Angela M. AuBuchon; Meg Attwood; Thomas Castelain; Nelson Cowan; Davide Crepaldi; Emilie Fjerdingstad; Eivor Fredriksen; Chris Jarrold; Chris Koch; Jaroslaw R. Lelonkiewicz; Gary Lupyan; Whitney Mendenhall; David Moreau; Christina Schonberg; Christian K. Tamnes; Haley Vlach; Emily M. Elliott – Journal of Cognition and Development, 2025
Though verbal rehearsal is a frequently endorsed strategy for remembering short lists among adults, there is ambiguity around when children deploy it, and what circumstantial factors encourage them to rehearse. We recoded data from a recent multilab replication of a serial picture memory task in which children were observed for evidence of…
Descriptors: Elementary School Students, Recall (Psychology), Learning Processes, Priming
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Robert Remmerswaal; Hülya Tuncer; Joaquín Naval – JALT CALL Journal, 2025
This paper investigated the effect of a Collaborative Online International Learning (COIL) project on English as a Foreign Language (EFL) learners' self-perceived communication competence (SPCC), communication anxiety (CA), and soft skills. The participants were 157 university students from Japan, Türkiye, and Spain who completed various tasks and…
Descriptors: Cooperative Learning, Electronic Learning, International Cooperation, Second Language Learning
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Kellie A. H. Carstensen – Language and Intercultural Communication, 2025
This study examined how informal Conversations in English (CIE) groups helped migrants gain cultural knowledge about communicating in the United States and how the CIE groups facilitated the process of language socialization. The Ethnography of Communication (EC) and Cultural Discourse Analysis (CuDA) were used to understand the connection between…
Descriptors: Socialization, Informal Education, English (Second Language), Second Language Learning
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Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
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Usman Khalid – Assessment Update, 2025
This article speaks on a critical component of independent learning is to cultivate the habit of self-study, which is an effective way of improving students' grades, material understanding, class participation, and confidence. Self-study also enables students to be independent learners, which not only hones their critical and reasoning skills but…
Descriptors: Economics Education, College Seniors, Independent Study, Lifelong Learning
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