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Showing 76 to 90 of 7,537 results Save | Export
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Qi, Dan; Zhang, Mingli; Zhang, Yan – Asia-Pacific Education Researcher, 2022
Learner participation in MOOCs provides learners opportunities to create value through their experience. However, little is known about how their participation affects value co-creation and satisfaction in the learning process. Employing the service-dominant (S-D) logic, the value co-creation theory, and satisfaction theory as the theoretical…
Descriptors: Student Participation, Online Courses, Student Satisfaction, Cooperative Learning
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Kuo, Nai Cheng; Fisher, Karin M.; Jones, Jennifer; Hillis, Sara; Chen, I-Chien; Stanley, Keonna – Journal of the American Academy of Special Education Professionals, 2022
Dyslexia is a neurological condition in the brain that causes individuals to experience difficulties in reading. It exists around the world and affects about 20% of the population in the United States. Yet, many still go through their early education, either undiagnosed or not receiving the proper instructional support to be successful. In the…
Descriptors: Dyslexia, Reading Difficulties, Content Analysis, Learning Experience
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Kris Stutchbury; Margaret Ebubedike; Sandra Amos; Liz Chamberlain – Open Learning, 2025
Education policies across sub-Saharan Africa require teachers to change from being transmitters of knowledge to facilitators of learning. This means that teacher education needs to change as well and professional development which focuses on practical teaching is urgently needed. The Teacher Education for sub-Saharan Africa (TESSA) MOOC --…
Descriptors: MOOCs, Faculty Development, Teacher Education, Foreign Countries
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David M. Rehfeld; Payton DeMeyer; Abby Kugler; Kristin Pelczarski – Teaching and Learning in Communication Sciences & Disorders, 2025
Simulated learning experiences (SLEs) are becoming increasingly popular in communication sciences and disorders (CSD) training programs. This pilot study examines the relative effectiveness of delivering a SLE via standard computer or using virtual reality headsets for a more immersive learning experience. Seventy undergraduate CSD students were…
Descriptors: Communication Disorders, Undergraduate Students, Listening Skills, Skill Development
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José-Manuel Sáez-López; Rolando-Óscar Grimaldo-Santamaría; Mª-Pilar Quicios-García; Esteban Vázquez-Cano – Technology, Knowledge and Learning, 2024
Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical…
Descriptors: Gamification, Teaching Methods, Elementary School Teachers, Foreign Countries
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Dana J. Perlman – Journal of Physical Education, Recreation & Dance, 2024
There has been a continuous focus on developing quality physical education (PE) experiences that empower students to understand movement and engage in physical activity. This article describes a pedagogical approach that was developed to assist the PE student in understanding more about their own and others' physical activity capacities. This new…
Descriptors: Physical Education, Movement Education, Physical Activities, Transfer of Training
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Monica Stitt-Bergh; Dorothy Hirata; Sandra von Doetinchem – Intersection: A Journal at the Intersection of Assessment and Learning, 2024
While program- and institution-level learning assessment in higher education has received substantial attention, much less emphasis has been placed on the assessment of learning in noncredit continuing education in higher education institutions. Learning assessment is sparse in this area because these learning experiences may be shorter in…
Descriptors: Noncredit Courses, Continuing Education, Colleges, Evaluation Methods
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Vanessa P. Dennen – Distance Learning, 2024
In online courses, much of the course communication occurs in public spaces. In synchronous courses, the video and audio channels represent a shared space, and although private chat messages are possible, they may not be substantial or frequent. In asynchronous courses, discussion boards are the allocated space for communication. In these…
Descriptors: Electronic Learning, Humanization, Learning Experience, Interpersonal Relationship
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Tyler L. Hough; Isabelle A. Jenkins; Charlie Pierce; Ashley Bellet – Experiential Learning and Teaching in Higher Education, 2024
This paper explores the dualistic nature of experiential learning (EL) definitions in higher education, advocating for a balanced integration of broad and narrow constructs. Through case study and collaborative inquiry, diverse disciplinary perspectives--from engineering to performing arts and urban education--are examined to understand EL's…
Descriptors: Experiential Learning, Higher Education, Definitions, Interdisciplinary Approach
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Jian-Wei Lin; Hong-Ren Chen – Journal of Computer Assisted Learning, 2024
Background: Team-based learning (TBL) is a widely recognised pedagogical strategy used in diverse fields and courses. Despite the success of TBL, certain concerns have arisen regarding social loafing within group collaboration contexts; this loafing can reduce the overall effectiveness of learning. Objectives: This study addressed the…
Descriptors: Teamwork, Group Instruction, Consciousness Raising, Electronic Learning
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Tyanez C. Jones – International Journal of Kinesiology in Higher Education, 2024
Kinesiology courses that implement health disparities (HD) topics into the undergraduate curriculum engage students in critical and conscious thinking about health outcomes and strategies as they prepare for careers as future health and medical professionals. Health disparities are disproportionate differences in health based on race, gender,…
Descriptors: Undergraduate Study, Kinesiology, Health, Disadvantaged
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Lily Gao; María Eugenia López-Pérez; Iguácel Melero-Polo; Andreea Trifu – Studies in Higher Education, 2024
Chatbots have transformed educational practices, and ChatGPT represents a significant development in this domain. However, more research is needed to determine how user perceptions influence the overall user experience with ChatGPT. To address this gap, this study investigates the role of ChatGPT, a revolutionary artificial intelligence --…
Descriptors: Learning Experience, Artificial Intelligence, Technology Uses in Education, Usability
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Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
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Agam Syahrial – Learning Assistance Review, 2024
Collaborative tutor training can help tutors tackle challenges in providing peer assistance. This study follows educational design research approach. The purpose of this study are twofold. This study investigates how collaborative tutor training can be facilitated through Community of Inquiry guided instructional design and explores how tutors…
Descriptors: Tutors, Cooperative Learning, Electronic Learning, Instructional Design
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Peter Onu; Anup Pradhan; Charles Mbohwa – Education and Information Technologies, 2024
Metaverse, a virtual shared space integrating augmented reality and virtual reality technologies, is often hailed as the "Internet of the future" for its potential to revolutionize online communication, collaboration, learning, and work. However, despite its promising strategic and business applications, there is a dearth of empirical…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Barriers
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