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Hambrock, Helga; de Villiers, Frelét – Electronic Journal of e-Learning, 2023
Since seamless learning (SL) is still a rather unknown concept in higher education many educators classify it under the same categories as mobile, blended, online or hybrid learning. The purpose of this study is firstly to clarify the historical evolvement of the seamless learning concept over the past decades and, to position the seamless…
Descriptors: Learning Experience, Higher Education, College Faculty, Teacher Attitudes
Tobias Alexander Bang Tretow-Fish; Md. Saifuddin Khalid – Electronic Journal of e-Learning, 2023
This research paper highlights and addresses the lack of a systematic review of the methods used to evaluate Learning Analytics (LA) and Learning Analytics Dashboards (LAD) of Adaptive Learning Platforms (ALPs) in the current literature. Addressing this gap, the authors built upon the work of Tretow-Fish and Khalid (2022) and analyzed 32 papers,…
Descriptors: Learning Analytics, Evaluation Methods, Usability, Design
Joseph Osunde; Liz Bacon; Lachlan Mackinnon – Electronic Journal of e-Learning, 2023
Research has shown that e-learning games do not have the same level of appeal to girls, as they do to boys; particularly in the crucial 11-14 age group. In the United Kingdom, this is typically when they start to make subject choices that impact their future studies and careers. Given the shortage of females who choose computer science as a…
Descriptors: Educational Games, Electronic Learning, Gender Differences, Females
Ling, Lew Sook; Krishnasamy, Sivapoorani – Electronic Journal of e-Learning, 2023
Poor mathematics performance was generally reported from international assessments such as Programme for International Student Assessment (PISA) and Trends in International Mathematics and Science Study (TIMSS) among Malaysian students. Malaysia is ranked 52nd and 48th in the assessments for 2012 and 2018 respectively, while Singapore, Japan,…
Descriptors: Foreign Countries, Achievement Tests, Secondary School Students, International Assessment
Recke, Moritz Philip; Perna, Stefano – Electronic Journal of e-Learning, 2021
The University of Naples Federico II (Italy) offers a nine-month formative training program aimed at software development for the Apple technology ecosystem to ~400 learners per year and utilises the Challenge Based Learning ("CBL") methodology as a framework for learning. As a collaborative and self-guided, inquiry-based learning…
Descriptors: Distance Education, Learning Experience, Foreign Countries, Active Learning
Asnawi Muslem; Faisal Mustafa; Ruhul Reffina Rahayu; Eridafithri – Electronic Journal of e-Learning, 2024
Google Classroom has been frequently used as an e-learning platform to substitute for Learning Management System (LMS), and the use of its features (Classwork, Stream, People, etc.) varies among teachers with different goals, focuses, and familiarity. However, research has not addressed how the selection of Google Classroom features affects…
Descriptors: Computer Software, Virtual Classrooms, Teaching Methods, English (Second Language)
Prasetya, Didik Dwi; Wibawa, Aji Prasetya; Hirashima, Tsukasa; Hayashi, Yusuke – Electronic Journal of e-Learning, 2020
Blended learning is a hybrid of traditional face-to-face and different types of online learning services. Blended learning offers synchronous and asynchronous learning experiences that combine the conveniences of online courses while maintaining in-person contact. Blended learning addresses the needs of students who are unable to attend classes…
Descriptors: Instructional Design, Blended Learning, Online Courses, Teaching Methods
Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri – Electronic Journal of e-Learning, 2019
Life-long learning is currently being embraced as a central process that could disrupt traditional educational paths. Apparently, the (ideal) type of learning often promoted is deep and meaningful learning, though it is not always required to be so. Deep learning goes beyond superficial knowledge assimilation of unlinked facts; it aims at…
Descriptors: Blended Learning, Distance Education, Quality Assurance, Educational Quality
Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander – Electronic Journal of e-Learning, 2017
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Descriptors: Gender Differences, Cultural Differences, Cultural Background, Educational Games
Nkuyubwatsi, Bernard – Electronic Journal of e-Learning, 2014
Learning experience has been one of the most debated aspects of Massive Open Online Courses (MOOCs). Various perceptions on learning experience offered by MOOCs have led to many claims about the quality of these courses and their potential impact on higher education in both developed and developing countries. This paper discusses, from a learner's…
Descriptors: Learning Experience, Online Courses, Electronic Learning, Large Group Instruction
Nakayama, Minoru; Mutsuura, Kouichi; Yamamoto, Hiroh – Electronic Journal of e-Learning, 2016
Student's emotional aspects are often discussed in order to promote better learning activity in blended learning courses. To observe these factors, course participant's self-efficacy and reflections upon their studies were surveyed, in addition to the surveying of the metrics of student's characteristics during a Bachelor level credit course.…
Descriptors: Undergraduate Students, Student Attitudes, Reflection, Blended Learning
Magnussen, Rikke; Hansen, Sidse Damgaard; Planke, Tilo; Sherson, Jacob Friis – Electronic Journal of e-Learning, 2014
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if…
Descriptors: Educational Games, Student Participation, Scientific Research, Active Learning
Stevenson, Michael; Hedberg, John; Highfield, Kate; Diao, Mingming – Electronic Journal of e-Learning, 2015
In many K-12 and higher education contexts, the use of smart mobile devices increasingly affords learning experiences that are situated, authentic and connected. While earlier reviews of mobile technology may have led to criticism of these devices as being largely for consumption, many current uses emphasize creativity and productivity, with…
Descriptors: Information Technology, Technology Uses in Education, Criticism, Creativity
Nakayama, Minoru; Mutsuura, Kouichi; Yamamoto, Hiroh – Electronic Journal of e-Learning, 2014
A fully online learning environment requires effective learning management in order to promote pro-active education. Since student's notes are a reflection of the progress of their education, analysis of notes taken can be used to track the learning process of students who participate in fully online courses. This paper presents the causal…
Descriptors: Foreign Countries, Electronic Learning, Notetaking, Learning Processes
Hall, Marion; Nix, Ingrid; Baker, Kirsty – Electronic Journal of e-Learning, 2013
In the current digital environment, it is vital for learners to develop digital literacy skills. The UK's Quality Assurance Agency for Higher Education (HE) requires graduates to demonstrate digital literacy. Employers consider these skills essential. With the high cost of HE in the UK, learners themselves also expect university courses to…
Descriptors: Skill Development, Student Experience, Student Attitudes, Higher Education
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