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Christos Papakostas – Teaching Theology & Religion, 2024
This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop critical thinking, and ensure effective learning…
Descriptors: Educational Technology, Game Based Learning, Religious Education, Learner Engagement
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Witton, Gemma – Interactive Learning Environments, 2023
The published literature on lecture capture technologies is often conflicting and sometimes controversial. A common thread among many studies is the impact of recorded lectures on student satisfaction, attendance and performance; however, many of these studies fail to acknowledge the wider context and the many and varied ways in which capture…
Descriptors: Lecture Method, Educational Technology, Technology Uses in Education, Learner Engagement
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Gunuc, Selim – Journal of College Student Retention: Research, Theory & Practice, 2023
Student engagement refers to the quality and quantity of students' psychological, cognitive, emotional and behavioral reactions to in-class and out-of-class academic and social activities to achieve successful learning outcomes. In literature, the Campus-Class-Technology (CCT) theory in student engagement was developed and tested with some models,…
Descriptors: Learner Engagement, Educational Technology, Models, Technology Integration
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Fridley, Alison; Stokowski, Sarah; Shortt, Chelsee – Schole: A Journal of Leisure Studies and Recreation Education, 2023
The COVID-19 pandemic required specific protocols (e.g., social distancing, quarantine), which defied the notions of the traditional classroom and called for instructors to adapt content delivery. To empower students, some universities employed a HyFlex model that allowed students to choose their attendance modality (e.g., face-to-face,…
Descriptors: COVID-19, Pandemics, Blended Learning, College Students
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Michelle Alvarado; Katie Basinger-Ellis; Behshad Lahijanian; Meserret Karaca; Diego Alvarado – Advances in Engineering Education, 2023
Student preferences for digital learning and the COVID-19 pandemic have increased demand for asynchronous learning activities, including pre-recorded video lectures. However, there are varying recommendations and a lack of data-driven results for how long video lectures should be. This study has two purposes: (1) To determine and understand…
Descriptors: Student Attitudes, Engineering Education, Electronic Learning, Educational Technology
Marquez, Nimrah – ProQuest LLC, 2023
This qualitative phenomenological study focuses on the influence of technology applications and usage on student engagement in the classroom setting for high school (9th-12th grade) students and their teachers at a high school in New Mexico. The literature reviewed includes findings that technology applications and usage influence student…
Descriptors: High School Students, High School Teachers, Educational Technology, Technology Uses in Education
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Allen, Abigail A.; Randall, Kristina N. – Information and Learning Sciences, 2023
Purpose: Empirical validation of educational technology is critical for best practice, particularly when courses are delivered online. This study aims to investigate the predictive relationship of usage behaviors on perceptions of 30 preservice special education teachers while reading in an online social annotation reading tool.…
Descriptors: Preservice Teachers, Special Education Teachers, Documentation, Educational Technology
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Natalie V. Hudson-Smith; Wilanyi Alvarez-Reyes; Xiaoxiao Yao; Jiayi He; Rebeca Sarahi Rodriguez; Stephanie Mitchell; Mahmoud Matar Abed; Eleni Spanolios; Miriam O. P. Krause; Christy L. Haynes – Journal of Chemical Education, 2023
Video games and immersive, narrative experiences are often called upon to help students understand difficult scientific concepts, such as sense of scale. However, the development of educational video games requires expertise and, frequently, a sizable budget. Here, we report on the use of an interactive text-style video game, NanoAdventure, to…
Descriptors: Educational Games, Video Games, Chemistry, Science Education
Chibuzor Ojinna – ProQuest LLC, 2023
The purpose of this qualitative descriptive case study was to explore and describe middle school teachers' perspectives on their level of expertise and confidence in using available educational technology for daily instruction associated with how they perceived their students to engage in a lesson that integrated educational technology. The…
Descriptors: Educational Technology, Learner Engagement, Middle School Teachers, Technology Integration
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Sarah Prestridge; Katherine Main; Mirjam Schmid – Education and Information Technologies, 2024
This paper examines the invisible barrier that can challenge teachers when teaching online, called the fourth wall. Using a presence framework derived from the literature, we explored how experienced teachers manage the absence of visual cues and identify the pedagogical practices they adopted as a response. Data from semi-structured interviews…
Descriptors: Electronic Learning, Visual Aids, Visual Literacy, Cues
Priyanshu Sharma – Online Submission, 2024
Traditional mathematics instruction often fails to address the diverse learning needs of students, leading to frustration and disengagement. This study proposes personalized learning, emphasizing sequential learning, diagnostic assessments, and technology to tailor instruction. This research examines the potential of personalized learning to…
Descriptors: Mathematics Instruction, Individualized Instruction, Learner Engagement, Student Motivation
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Sarah A. Schultz; Korine Steinke-Wawrzynski – Assessment Update, 2024
Can leveraging an innovative approach to gathering information on co-curricular learning and learning outcomes assessment practices lead to impactful change? This question guided the implementation and operationalization of the Spartan Experience Record (SER) at Michigan State University (MSU). The SER both provides undergraduate students with a…
Descriptors: Visual Aids, Data Analysis, Student Records, Undergraduate Students
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Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
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Kristina N. Randall; Simone E. Adams; Abigail A. Allen – Journal of Research on Technology in Education, 2024
Pear Deck is an online active learning presentation tool designed to aid teachers in creating impactful lessons. As higher education continues to evolve by implementing various course formats, there is a great need to discover which technology tools have the potential to increase student engagement. In this qualitative study, the authors examine…
Descriptors: Preservice Teachers, Teacher Participation, Electronic Learning, Lesson Plans
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Jing Yan; Shihui Liu; Catherine Armwood-Gordon; Lin Li – Education and Information Technologies, 2024
According to NSF (2017), even though the number of minority students in America's college-age population has been on the rise, those who choose Science, technology, engineering, and mathematics (STEM) as their majors are significantly fewer. There is an urgent need for African Americans, being the underrepresented minorities in STEM-related…
Descriptors: Flipped Classroom, Minority Group Students, STEM Education, Majors (Students)
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