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Theelen, Hanneke; van Breukelen, Dave H. J. – Journal of Computer Assisted Learning, 2022
Background: Since about 2010 e-learning has been embedded in educational practice and has become, surely due to the COVID-19 pandemic, increasingly important. Objectives: Although much has been written about e-learning, little is known about crucial didactic and pedagogical design principles for e-learning. This review tried to fill that gap.…
Descriptors: Instructional Design, Electronic Learning, Higher Education, COVID-19
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Lebrón, Mariana J.; Lasley, Joe – New Directions for Student Leadership, 2022
Games aren't just useful products, the process of creating games is playful and full of learning potential. This article builds upon a discussion of game-based learning as a cyclical, iterative process that includes motivation, action, and feedback by taking the discussion of the activity of creating games as learning activity. Leadership students…
Descriptors: Games, Design, Leadership, Game Based Learning
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Kermarrec, Gilles; Regaieg, Ghada; Clayton, Rebecca – Physical Education and Sport Pedagogy, 2022
Introduction: Students' learning strategies and self-regulation processes are considered highly important in academic and Physical Education contexts. Educational researchers have called for mixed-method designs to investigate how students learn and not only what they learn. The aim of this literature review was to analyze the use of mixed-method…
Descriptors: Learning Strategies, Physical Education, Metacognition, Learning Processes
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Hailikari, Telle; Virtanen, Viivi; Vesalainen, Marjo; Postareff, Liisa – Active Learning in Higher Education, 2022
Constructive alignment is often promoted as a principle to enhance the quality of learning but the student perspective has often been neglected when exploring its influence on student learning. There is therefore a need to further explore how students' experiences of the different elements of constructive alignment influence the approach to…
Descriptors: Alignment (Education), Learning Processes, Active Learning, Student Attitudes
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Gioiosa, Marie Elaine; Kinkela, Katherine – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this study is to propose an alternative approach to the think-pair-share active learning method and assess it for outcomes. Design/methodology/approach: This paper evaluates student knowledge of the course content presented in the study (data analytics and artificial intelligence) using a pre- and post-test process with…
Descriptors: Active Learning, Learning Activities, Cooperative Learning, Instructional Effectiveness
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Zammit, Jacqueline – Asian-Pacific Journal of Second and Foreign Language Education, 2022
The EULALIA (Enhancing University Language courses with an App powered by game-based learning and tangible user interface activities) project aimed to enhance the learning methodologies of four university language courses for Erasmus students in Italy, Malta, Poland and Spain by developing innovative and effective learning tools based on mobile…
Descriptors: Handheld Devices, Game Based Learning, Semitic Languages, Foreign Countries
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Kristina M. Eriksson; Liselott Lycke – Learning Organization, 2025
Purpose: Technological advancements and global societal changes reshapes manufacturing industry emphasizing needs for competence development of industrial professionals. The purpose of this paper is to study how organizational learning supports the development of academic structures, creating agile and sustainable formal educational models meeting…
Descriptors: Lifelong Learning, Organizational Learning, Sustainability, School Business Relationship
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Wei Li – Asian-Pacific Journal of Second and Foreign Language Education, 2025
The field of second language acquisition (SLA) research had long been governed by a paradigm that prioritized cognition over emotion. Recently, increased attention has been drawn to the role of "perezhivanie" in language development as Vygotsky's sociocultural theory (SCT) brought together emotion and cognition, thereby offering an…
Descriptors: Majors (Students), English (Second Language), Second Language Instruction, Second Language Learning
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Bridey Lea; Myfany Turpin; Joel Liddle Perrurle – Innovation in Language Learning and Teaching, 2025
Purpose: In recent years, digital projects have created tools for learning languages, such as mobile applications (apps). In contexts where the language has low prestige, innovative digital learning tools can support language revitalisation. This article takes the Australian Kaytetye Indigemoji app as a case study in community resource…
Descriptors: Second Language Learning, Second Language Instruction, Foreign Countries, Computer Software
Office of Career, Technical, and Adult Education, US Department of Education, 2025
Career-connected learning is an educational strategy that combines high-quality academic instruction, skill-based learning, and real-world experiences to prepare students with the knowledge and skills that they need to pursue their college and career goals. Career-connected learning can be delivered in a variety of ways, including in core content…
Descriptors: Educational Strategies, Educational Quality, Career Readiness, Student Centered Learning
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Rashmi Chandel; Anumeha Bhagat; Anita S. Malhotra; Ravi Rohilla; Gurjit Kaur; Kiran Prakash – Advances in Physiology Education, 2025
This research focuses on Generation Z (Gen Z) students, specifically those in nursing colleges. Gen Z individuals display unique characteristics in terms of thinking, personality, lifestyle, and learning preferences compared to preceding generations, necessitating adaptations in teaching methodologies within nursing schools. This study explores…
Descriptors: Foreign Countries, Undergraduate Students, Nursing Education, Nursing Students
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Qing Yu; Kun Yu; Baomin Li – Journal of Educational Computing Research, 2025
Computer programming is regarded as an important skill for the future. However, many K-12 students face challenges and difficulties in learning traditional text-based programming. Block-based visual programming (BVP) can reduce the difficulty of learning programming and is seen as a potential programming education tool. Nevertheless, the effects…
Descriptors: Programming, Computer Science Education, Visual Aids, Outcomes of Education
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Diego Ortega-Auquilla; Ligia Fernanda Espinosa-Cevallos; Sandy T. Soto; Andrés Bonilla Marchán – MEXTESOL Journal, 2025
The study was aimed at determining the essential factors that motivate Ecuadorian university students' English learning. The study adopted an explanatory sequential mixed methods design by means of the administration of online questionnaires to 2077 students and 109 English instructors. The initial quantitative study results were further explained…
Descriptors: Learning Motivation, English (Second Language), Second Language Instruction, Second Language Learning
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Farzana Jamal; Md. Abdullah Al Younus; Umme Kulsum Chanda; Md. Rajibul Islam Reza – International Journal of Education and Literacy Studies, 2025
The COVID-19 pandemic precipitated unprecedented disturbances in worldwide educational frameworks; however, it simultaneously encouraged advancements within the sector. In reaction to these challenges, policymakers and educational leaders promptly instituted emergency remote learning (ERL) as a substitute approach. This shift familiarized students…
Descriptors: Foreign Countries, Distance Education, Educational Change, COVID-19
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Tony Lee; Vincent Cho – Journal of Educational Technology Systems, 2025
This study investigated the role of generative artificial intelligence (AI) tools in facilitating informal digital English learning activities among second language (L2) learners in a Chinese context. It explored how factors like learners' ideal L2 self-imagination, international posture, and perceptions of information quality influence their…
Descriptors: Artificial Intelligence, Blended Learning, Technology Uses in Education, Learning Activities
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