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Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz; Sema Sulak – Technology, Knowledge and Learning, 2024
Due to the distance education implemented with the COVID-19 pandemic, online synchronous education activities have started to be carried out using tools such as Zoom. In this process, students have experienced various problems and one of them is related to cyberloafing behaviors (CLB). The main purpose of this study was to examine the factors…
Descriptors: COVID-19, Pandemics, Online Courses, Educational Technology
Endress, Tobias; Pussep, Anton; Schief, Markus – Journal of International Education in Business, 2023
Purpose: This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making).…
Descriptors: Video Games, Educational Games, Learner Engagement, Business Administration Education
Akyüz, Beyza – International Online Journal of Education and Teaching, 2022
In this study, it is aimed to reveal the importance of physical training in e-sports. Today, with the development of technology, people have become sedentary and even carried the sports in their lives to the virtual world. E-sports is a good example of this subject. It is necessary to find an answer to the question of how this situation can be…
Descriptors: Physical Education, Electronic Learning, Online Courses, Computer Simulation
Heintzman, Ryan; Brandi, Aldo; Kelley, Madeline; Marvin, M. Colin – Journal of Geography, 2023
The COVID-19 pandemic forced educational institutions around the globe to close or move to a remote format. This article focuses on the transition of an in-person undergraduate physical geography lab to online synchronous learning during the Fall 2020 semester. Findings suggest the importance of abundant learning materials as well as showing…
Descriptors: COVID-19, Pandemics, Physical Geography, Geography Instruction
Burgess, John; Wallace, Anna – Journal of Education for Library and Information Science, 2021
As online education for the MLIS becomes widespread, one challenge for reference and user services instructors is that traditional exercises used to promote clinical intuition and metacognition in reference work may be more difficult in online classrooms. This article uses concept analysis to better understand clinical judgment for reference,…
Descriptors: Video Games, Game Based Learning, Intuition, Metacognition
Lopez-Fernandez, Daniel; Gordillo, Aldo; Perez, Jennifer; Tovar, Edmundo – IEEE Transactions on Education, 2023
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format…
Descriptors: Computer Science Education, Game Based Learning, Online Courses, In Person Learning
Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
Kumar, G. Praveen; Vasimalairaja, M. – International Journal of Information and Communication Technology Education, 2022
This study examined post-test performance and retention performance of students in mathematics when learned and problem-solving ability through educational video games and traditional lecture method. The study adopted a quasi-experimental design. The sample was drawn from Alagappa Model Higher Secondary School in Karaikudi at Sivagangai district…
Descriptors: Foreign Countries, Video Games, Mathematics Instruction, Mathematics Achievement
Meepung, Tippawan; Pratsri, Sajeewan; Nilsook, Prachyanun – Higher Education Studies, 2021
The objective of this research was as follows: 1) to develop an interactive tool in a digital learning ecosystem for adaptive online learning performance; 2) to carry out a suitability assessment of this process. The documentary research method was used in this study. The results showed a model of an interactive tool in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Online Courses, Interaction
Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
McDaniel, Rudy; Telep, Peter – Journal of Technical Writing and Communication, 2021
This article describes an interdisciplinary, partially online honors course entitled Video Game Theory and Design. The article reviews the literature surrounding video games and technical communication and then outlines the learning objectives for the course. The authors describe individual and team-produced assignments and suggest game design…
Descriptors: Video Games, Technical Writing, Online Courses, Teaching Methods
Goad, Tyler; Towner, Brooke; Jones, Emily; Bulger, Sean – Journal of Physical Education, Recreation & Dance, 2019
The growth of the Internet and related technologies has resulted in changes in education and society that have placed new demands on teachers. Online physical education (OLPE) presents a unique set of challenges in translating traditional face-to-face courses to a digital space. The delivery of OLPE has been met with skepticism, given the inherent…
Descriptors: Online Courses, Physical Education, Distance Education, Handheld Devices
Kaufmann, Daniel; Ferguson-Lucas, Terri – Journal of Instructional Research, 2020
Online education alters the expectation for graduate-level engagement in relation to classroom engagement and student evaluation. Whereas the process of achieving a graduate degree in counseling has historically required learners engage in self-exploration, ethical and moral development, and reviewing contemporary research topics in counseling,…
Descriptors: Psychological Patterns, Counselor Training, Graduate Students, Electronic Learning
Mangiron, Carme – Interpreter and Translator Trainer, 2021
Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers strive to sell their games in different languages and territories to maximise their return on investment. This, in…
Descriptors: Translation, Teaching Methods, Curriculum Design, Video Games
Colomo Magaña, Ernesto; Cívico Ariza, Andrea; Ruiz Palmero, Julio; Sánchez Rivas, Enrique – Contemporary Educational Technology, 2021
The excessive use of ICTs is a growing problem among young people. The social isolation caused by COVID-19 can increase these inappropriate behaviour. This study aims at analysing the problematic use of ICTs in trainee teachers based on the gender variable before and after the COVID-19 lockdown based on the gender variable. A longitudinal panel…
Descriptors: COVID-19, Pandemics, Social Isolation, Preservice Teachers