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Arturo Cortez; José Ramón Lizárraga; Edward Rivero – Reading Research Quarterly, 2024
This article reports on findings from a social design-based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to…
Descriptors: Algorithms, Artificial Intelligence, Latin American Culture, Literacy
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Aleksandr N. Veraksa; Nikolay N. Veresov; Vera L. Sukhikh; Margarita N. Gavrilova; Valeriya A. Plotnikova – International Journal of Early Childhood, 2024
The purpose of this study was to determine what types of play ensure stable progress in executive functions in preschoolers. Experimental design included six study groups according to the type of play: role play (Free Play group, Adult-Directed Play group, Child-Directed Play group), play with rules, digital play, and control group. All groups…
Descriptors: Play, Executive Function, Preschool Children, Preschool Education
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Marziyeh Yousefi; Hossein Nassaji – Language Teaching Research Quarterly, 2024
This paper presents findings from a quasi-experimental study that examined the effect of corrective feedback (CF) on L2 pragmatics, specifically comparing Face-to-Face (FF) and Technology-Mediated (TM) modes. The study involved a total of forty-four ESL students from three parallel intact classes. The primary focus of this paper is to report the…
Descriptors: Second Language Learning, Feedback (Response), Pragmatics, In Person Learning
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Gagan Bajaj; Ciraj Ali Mohammed; Soumendra Sahoo; Abhijit Datta; Dinesh Badyal; Tejinder Singh – Innovations in Education and Teaching International, 2024
Educators worldwide are seeking innovative teaching strategies for engaging remote learners. This study explores the impact of an online role-play on students' perceptions regarding Interprofessional education (IPE) and the usage of online role-play as a pedagogic approach. An online role-play for introducing fundamentals of IPE was organised as…
Descriptors: Graduate Students, Medical Students, Role Playing, Foreign Countries
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Wing Yee Jenifer Ho; Kevin W. H. Tai – International Journal of Bilingual Education and Bilingualism, 2024
Language learning through online platforms is becoming increasingly popular. The technological affordances of YouTube provide a translanguaging space for learners and teachers alike to bring their different identities, experiences and histories and create a coordinated performance (Li 2011, "Moment Analysis and Translanguaging Space:…
Descriptors: Translation, Code Switching (Language), Electronic Learning, Instructional Films
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Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
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Hung-Yu Chan; Shu-Wei Liu; Huei-Tse Hou – Interactive Learning Environments, 2024
This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The game features real people playing NPC characters, and provides a multi-dimensional scaffolding mechanism with realistic story and historical scenes, allowing learners to engage in strategic planning and problem solving during a…
Descriptors: Educational Games, Scaffolding (Teaching Technique), Electronic Learning, Play
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Rebecca K. Y. Lee; Bernard Y. N. Ng; Minghui Daisy Chen – Biochemistry and Molecular Biology Education, 2025
During COVID-19 pandemic, there was a change in the teaching mode from face-to-face to online teaching. It was especially challenging for teachers to motivate students to learn through distance learning. This shift in teaching mode also lowered student-student and student-teacher interactions. In this project, a biochemistry courseware,…
Descriptors: COVID-19, Pandemics, Independent Study, Cooperative Learning
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Gülçin Büyüközkan; Esin Mukul – Interactive Learning Environments, 2024
In recent years, with the improvement of information and communication technologies and the step towards 5G technology in the Internet infrastructure, the use of technologies in education is increasing day by day. Metaverse is one of the important technologies that contribute to digital education processes. While various studies search the…
Descriptors: Computer Simulation, Distance Education, Electronic Learning, Educational Trends
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Michelina Occhioni; Alessandra Beccaceci; Eleonora Paris – Journal of Geoscience Education, 2024
A Virtual World, the "Sustainability Hub" island, was developed and widely used during the COVID-19 pandemic, to support schools with distance-learning lessons, and the new mandatory Civic Education curriculum in Italy. Using a gamification approach, students learned about Agenda 2030 and sustainability focusing especially on themes…
Descriptors: Environmental Education, Distance Education, Geology, Sustainability
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Karina Valariie Anne Mariadas; Farrah Dina Yusop – Curriculum and Teaching, 2024
The purpose of this study was to evaluate that project-based learning results in learners to be intrinsically motivated when learning History. Three methods were implemented in this study, namely role playing, poster-making and mixed projects (i.e., role playing and poster-making). To further enhance the understanding of intrinsic motivation, the…
Descriptors: Foreign Countries, Active Learning, Student Projects, History Instruction