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No Child Left Behind Act 20013
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Edi Supriyadi; T. Turmudi; Jarnawi Afgani Dahlan; Dadang Juandi – Malaysian Journal of Learning and Instruction, 2024
Purpose: This study aimed to conduct a needs analysis for developing the ethnomathematics e-module based on Sundanese Gamelan to facilitate mathematics learning in junior high school. Specifically, this study identified crucial components for module development and to gather feedback from both students and teachers regarding the learning material.…
Descriptors: Mathematics Education, Junior High School Students, Culturally Relevant Education, Student Motivation
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Avargil, Shirly – Journal of Science Education and Technology, 2022
Learning through games in general and educational escape-rooms in particular requires participants to be creative and critical thinkers, work in collaboration with others, formulate an array of thinking strategies, and be familiar with media and technology. A specially designed chemistry-themed escape-room was built as an alternative learning and…
Descriptors: Game Based Learning, Chemistry, Science Instruction, College Students
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Nguyen, Hoai Than; Tang, Chia Wei – International Review of Research in Open and Distributed Learning, 2022
This study proposes a new model for integrating the protection motivation theory (PMT) with the technology acceptance model (TAM) to explore factors affecting students' intention to attend e-learning courses during the COVID-19 pandemic. A total of 432 valid responses to an online questionnaire were received from freshmen students studying in…
Descriptors: College Freshmen, COVID-19, Pandemics, Educational Technology
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Ghanizadeh, Afsaneh; Mousavinejad, Tahereh – Interchange: A Quarterly Review of Education, 2023
The present study aimed at investigating the effect of Teacher Technology Enhanced Scaffolding (TTES) on English as a Foreign Language (EFL) learners' grammar achievement, Directed Motivational Currents (DMCs), and mastery goal. This investigation was conducted among 50 participants in two classes, with a population of 25 EFL students for each…
Descriptors: English (Second Language), Second Language Instruction, Grammar, Educational Technology
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Chen, Ying-Chih; Terada, Takeshi; Aguirre-Mendez, Claudia – Reading and Writing: An Interdisciplinary Journal, 2023
Non-science majors often lack motivation to take science courses required for their graduation, because these courses are usually taught in a lecture format and are disconnected from their everyday life and needs related to future careers. This two-phase action research, utilizing argumentative writing (AW) supported with online simulation, was…
Descriptors: Science Education, Nonmajors, Persuasive Discourse, Writing (Composition)
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Ghosh, Ratan; Khatun, Asia; Khanam, Zobaida – Quality Assurance in Education: An International Perspective, 2023
Purpose: The closure of educational institutions in the COVID-19 pandemic has changed the global teaching and learning landscape. Face-to-face classroom activity has been shifted to online classroom activity. This study aims to investigate the effect of social media-based education on students' academic performance during the pandemic.…
Descriptors: COVID-19, Pandemics, School Closing, Social Media
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Aksoy, Yakup – International Journal of Education and Literacy Studies, 2023
The fact that the violin is a fretless instrument brings along intonation problems both in its performance and in its education. The introduction of technology into educational environments day by day, has led to the need to try different methods besides the traditional methods for solving intonation problems. The aim of this study is to examine…
Descriptors: Music Education, Musical Instruments, Educational Technology, Computer Assisted Instruction
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Han, Feifei; Ellis, Robert A. – Education and Information Technologies, 2023
This study investigated the extent to which self-report and digital-trace measures of students' self-regulated learning in blended course designs align with each other amongst 145 first-year computer science students in a blended "computer systems" course. A self-reported Motivated Strategies for Learning Questionnaire was used to…
Descriptors: Computer Science Education, Independent Study, College Freshmen, Blended Learning
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Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
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Prasatyo, Bayu Andika; Gustary, Devian Try – Journal of English Teaching, 2023
This study aims at scrutinizing the effectiveness of the utilization web-based learning platform, "Edmodo" in teaching academic writing to EFL learners. This study employed a mixed method approach on the fifth-semester students and confirmed that 10 students take part in this study. A mixed method approach was utilized in this study…
Descriptors: English (Second Language), Second Language Instruction, Student Motivation, Writing Instruction
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Abhipriya Roy – International Journal of Web-Based Learning and Teaching Technologies, 2024
The integration of digital storytelling (DST) into teaching has significantly influenced educational development, especially English language acquisition. This study examines the impact of DST-integrated pedagogy on students' attitudes and perceptions toward learning English. In a quantitative study using an experimental design, 200 middle school…
Descriptors: Story Telling, Student Attitudes, English (Second Language), Second Language Instruction
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Virginia Hernanz; Cecilia Latorre-Cosculluela; Cristina Suárez; Elena Lanchares-Sancho – Education and Information Technologies, 2024
Considering the innovative learning approach of incorporating gamification educational dynamics, this study focused on analyzing differences in the effects of using Quizizz depending on the degree of practical focus that different university degrees have. By applying game elements in non-game contexts, gamification has been recognized as a…
Descriptors: College Students, Handheld Devices, Self Efficacy, Student Motivation
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Chin-Hsi Lin; Keyi Zhou; Fangzhou Jin; Wai Ming Cheung – Interactive Learning Environments, 2024
Prior studies have reported positive outcomes of technology-enhanced vocabulary learning and recommended self-regulated learning (SRL) as a design principle for the relevant technologies. However, there has not hitherto been any comprehensive study of the combined use of SRL and specific vocabulary-learning strategies in technology-enhanced…
Descriptors: Vocabulary Development, Learning Strategies, Self Management, Educational Technology
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Ping Deng; Bing Chen; Wei Zeng; Xinhua Fang – SAGE Open, 2024
E-learning platform (ELP) provides economic and efficient channels to share and learn knowledge online without time and location restrictions. Earlier studies have identified determinants that impact students' intention to use new technologies in different learning contexts, yet few have tried to investigate the effect of students' satisfaction of…
Descriptors: Intention, Electronic Learning, Psychological Needs, Educational Technology
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Anuradha Peramunugamage; Uditha W. Ratnayake; Shironica P. Karunanayaka; Chulantha L. Jayawardena – Asian Association of Open Universities Journal, 2024
Purpose: This article explores the impact of systematically designed online collaborative activities in two engineering undergraduate modules and key considerations for student interaction in Moodle. Design/methodology/approach: The educational design research approach was chosen to improve educational practices through iterative needs analysis,…
Descriptors: Educational Technology, Cooperation, Learning Activities, Electronic Learning
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