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Yung-Ming Cheng – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to explore whether gamification and personalization as environmental stimuli to learners' learning engagement (LE) can affect their learning persistence (LP) in massive open online courses (MOOCs) and, in turn, their learning…
Descriptors: MOOCs, Gamification, Learner Engagement, Academic Persistence
Jennifer Bruen; Iker Erdocia – Language Learning Journal, 2025
This paper is concerned with the integration of informal language learning into university language modules in a foreign language environment. It begins by exploring the evolving nature of formal and informal language learning. This is followed by analysis of a pedagogic innovation intended to integrate foreign language activities in an informal…
Descriptors: Second Language Learning, Informal Education, Second Language Instruction, College Students
James Cole; Page Keller; Jillian Kinzie; George D. Kuh – Experiential Learning and Teaching in Higher Education, 2024
While peer tutoring is a valued experiential activity, little is known about the peer tutoring experience and its relationship to desired 21st century outcomes of college. This paper features the results from a multi-institution study of the characteristics and benefits of peer tutoring for tutors. The National Survey of Student Engagement was…
Descriptors: Peer Teaching, Tutoring, College Students, Experiential Learning
Blasius Erik Sibarani – Turkish Online Journal of Distance Education, 2025
As a result of the COVID-19 pandemic, the approach to learning in education has transitioned from traditional to online (distance learning). It is undeniable that distance education has become a new approach to learning. In the past decade, many institutions have offered distance learning approaches. However, the effectiveness of distance…
Descriptors: Artificial Intelligence, Distance Education, Learner Engagement, Program Effectiveness
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Anne McDaniel; Leah R. Halper; Matthew Van Jura; Beth Fines; M. Susie Whittington – Journal of College Student Retention: Research, Theory & Practice, 2024
The second year of college is a time when students remain at increased risk of departure. Compared to widely available first-year resources, institutional support for second-year students is more limited. The purpose of this study was to compare second-to-third year retention between students who participated in a comprehensive second-year…
Descriptors: College Students, School Holding Power, Student Participation, Program Effectiveness
Christopher C. Y. Yang; Jiun-Yu Wu; Hiroaki Ogata – Education and Information Technologies, 2025
Blended learning (BL) combines traditional classroom activities with online learning resources, enabling students to obtain higher academic performance through well-defined interactive learning strategies. However, lacking the capacity to self-regulate their learning, many students might fail to comprehensively study the learning materials after…
Descriptors: Blended Learning, Educational Technology, Learning Analytics, Self Management
Hopcan, Sinan; Polat, Elif; Albayrak, Ebru – Education and Information Technologies, 2022
Programming knowledge is more important than ever in the digital world. However, teaching programming can be challenging, especially with novice learners. Considerable research has been conducted into the most effective methods for teaching programming. Extreme apprenticeship, a variation of cognitive apprenticeship, is a method that has been used…
Descriptors: Programming, Apprenticeships, Flipped Classroom, Conventional Instruction
Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
The Effects of Three Different Approaches to Human-AI Collaboration on Online Collaborative Learning
Juliana Fosua Gyasi; Lanqin Zheng; Stephen Frank Love; Francis Ohene Boateng – Educational Technology & Society, 2025
Online collaborative learning has the potential to help learners of all cultures and languages in the artificial intelligence (AI) age. However, studies on the use of human-AI collaboration to promote online collaborative learning are lacking. This study attempts to fill this gap by examining the effects of three approaches to human-AI…
Descriptors: Cooperative Learning, Online Courses, Artificial Intelligence, Program Effectiveness
Jasin, Jamil; Ng, He Tong; Atmosukarto, Indriyati; Iyer, Prasad; Osman, Faiezin; Wong, Peng Yu Kelly; Pua, Ching Yee; Cheow, Wean Sin – Education and Information Technologies, 2023
Low student engagement and motivation in online classes are well-known issues many universities face, especially with distance education during the COVID-19 pandemic. The online environment makes it even harder for teachers to connect with their students through traditional verbal and nonverbal behaviours, further decreasing engagement. Yet,…
Descriptors: Artificial Intelligence, Synchronous Communication, Electronic Learning, Chemistry
Llausàs, Albert – Education and Information Technologies, 2023
Despite the growing interest in the use of Twitter in higher education, its effects on aspects such as student engagement and learning continue to yield unclear and even contradictory results. The combination of evaluative methodologies for these different impacts contributes to confusion and bias. The aim of this study is to analyse whether the…
Descriptors: College Students, Social Media, Computer Mediated Communication, Telecommunications
Tao Wang – Education and Information Technologies, 2024
Peer tutoring is beneficial as a method of education because it allows students with different learning styles to work together in comfortable settings to complete academic assignments that will improve their grades. Peer tutoring gives students of all skill levels the chance to collaborate, democratically, and amicably work on academic…
Descriptors: Peer Teaching, Tutoring, Program Effectiveness, Academic Achievement
Domitrovich, Joshua L. – ProQuest LLC, 2022
Higher education practitioners continue to search for ways to increase student engagement with career services offices to improve students' career readiness and employability. The use and effectiveness of gamification to increase student engagement in co-curricular environments is an understudied area of educational research. Therefore, the…
Descriptors: Learner Engagement, Game Based Learning, Student Attitudes, Career Counseling
Chad Seader – ProQuest LLC, 2023
To guide antiracist curriculum reform in higher education and better support college writers from racially marginalized and traditionally underserved backgrounds, this dissertation emerged from a five-year ethnographic study of a slam and spoken-word poetry program housed in a DEI office at a large research university. Merging feminist…
Descriptors: Writing (Composition), Creative Writing, Poetry, Racism