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Showing 1 to 15 of 56 results Save | Export
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Gisela Canelhas; Cristina Ponte – Journal of Educational Multimedia and Hypermedia, 2025
Educational videos offer an engaging and accessible way for preschool children to learn, but their effectiveness can be influenced by several factors, including the quality of the audio and video components, as well as the screen size of the displaying device. While e-books and mobile applications have shown that different screen sizes can lead to…
Descriptors: Educational Technology, Video Technology, Instructional Films, Instructional Effectiveness
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McNeill, Laura; Fitch, Donna – TechTrends: Linking Research and Practice to Improve Learning, 2023
Microlearning provides a valuable and efficient strategy for delivering content to students. As online enrollments continue to increase, further research is needed to determine how students experience microlearning in an online learning format. In this qualitative study, a focus group was used to explore how learners experienced an online…
Descriptors: Electronic Learning, Learning Activities, Instructional Design, Cognitive Processes
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Ogba, Francisca Ngozi; Okolie, Ugochukwu Chinonso; Udu, David Agwu; Idike, Ifeanyi Matthew – Industry and Higher Education, 2022
This study focuses on identifying the most effective instructional methods of work placement learning (WPL) delivery that industry-based instructors can adopt to enhance students' learning experiences. Employing interview and focus group methods, the authors learned from 39 participants, including 21 higher education students who had undertaken…
Descriptors: Job Placement, Teaching Methods, Learning Experience, College Students
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Hon Keung Yau; Ka Fai Tung – Turkish Online Journal of Educational Technology - TOJET, 2025
This study explores the development and evaluation of a chatbot model designed to facilitate learning within a department of a university. The project aims to enhance the learning experience by incorporating customized data into the chatbot's knowledge base, enabling personalized and context-aware interactions. The research investigates the…
Descriptors: Instructional Effectiveness, Artificial Intelligence, Computer Software, Technology Integration
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Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
Omar Jasim Almamoori – ProQuest LLC, 2024
This study examines the impact of gamification elements, in particular leaderboards, badges, and eBucks, on the cognitive engagement (CE), intrinsic motivation (IM), and self-efficacy (SE) of English Language Learners (ELLs) at a high school in the Southeastern United States. The investigation, conducted during optional weekly readings, utilizes a…
Descriptors: English Language Learners, English (Second Language), Cognitive Processes, Learner Engagement
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Zhou, Yuchun – Journal of Mixed Methods Research, 2023
There is a paucity of empirical research on teaching mixed methods. To fill this gap in literature, this convergent mixed methods study explores the effectiveness of using active learning approaches in teaching a mixed methods course. The qualitative data, including 10 individual interviews, 29 students' reflections, and 26 teaching evaluation…
Descriptors: Mixed Methods Research, Active Learning, Learner Engagement, Outcomes of Education
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Camilla Kin Ming Lo; Crystal Kwan; Yuet Wing Cho – Journal of Social Work Education, 2024
Using mixed quantitative and qualitative methods, the current study examined the efficacy of fully online flipped classroom. 250 Chinese undergraduate social work students, with 126 students experienced the conventional online teaching method and 124 students learned with the online flipped classroom approach, were involved. The quantitative…
Descriptors: Flipped Classroom, Electronic Learning, Learning Experience, Environmental Influences
Shalieka Tiffia Burris – ProQuest LLC, 2024
This study examined adult learners' satisfaction, motivation, and engagement in online academic writing courses. Utilizing a mixed method, causal-comparative design, the study investigated the experiences of adult learners, who have distinctive characteristics from traditional learners. The findings revealed that adult learners are highly…
Descriptors: Adult Learning, Online Courses, Academic Language, Writing Instruction
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Shen, Dandan; Chang, Chiung-Sui – Educational Technology Research and Development, 2023
The emergence of advanced information technology has revolutionized education and accentuated the demand for high-quality learning. However, many teachers fall short of using technology effectively and optimizing instructional design to promote deeper learning. To address this issue, this study proposes a four-element flipped learning model, which…
Descriptors: College Students, Flipped Classroom, Control Groups, Conventional Instruction
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Joseph Wong; Lindsey E. Richland; Brad Hughes – AERA Online Paper Repository, 2024
Amidst the disruptions caused by COVID-19, maintaining learner engagement in traditional and online courses has become a significant concern. This study explores the use of embedded video questions in an undergraduate Biology course grounded in the Learning Experience Design (LXD) pedagogical paradigm with the objective to reduce cognitive load…
Descriptors: Learning Experience, Cognitive Processes, Student Behavior, Video Technology
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Francisca Castilla-Polo; Ana Licerán-Gutiérrez; M. Consuelo Ruiz-Rodríguez – Studies in Higher Education, 2024
This study focuses on the challenge of introducing cooperative entrepreneurship as an option for university business students, as recommended by the Social Economy Action Plan (SEAP) adopted in the European Union (EU). This aim is linked to Sustainable Development Goal (SDG) 4, which calls for efforts to ensure quality education for all. Our study…
Descriptors: Entrepreneurship, Sustainable Development, Best Practices, Educational Quality
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Nathan Mentzer; Lakshmy Mohandas – Interactive Learning Environments, 2024
The HyFlex learning model has gained popularity in recent years and, with the outbreak of COVID-19, the demand has increased. However, there are challenges associated with the model, especially related to equity and engagement. A HyFlex model known as Interactive Synchronous HyFlex is being developed and practised by the researchers in their…
Descriptors: Thinking Skills, COVID-19, Pandemics, Synchronous Communication
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Yi, Ye Ji; Bhattacharjee, Suchismita – Design and Technology Education, 2023
This study aimed to investigate the effectiveness of 360-degree panorama-based Virtual Reality (360VR) as a tool to simulate real-world site visit experiences in interior design education. In the first stage of evaluation, the online survey was implemented to ask students about their learning experience of using 360VR. The second stage of 360 VR…
Descriptors: Computer Simulation, Interior Design, Learning Experience, Teaching Methods
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Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
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