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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
Evora Mais-Thompson; Byron Brown; Nanibala Paul – Curriculum Journal, 2025
Affective learning is important for the holistic development of students. Yet, not much is reported about how it is achieved in the higher education classroom. The purpose of this paper was to appraise the Hospitality and Tourism Management curriculum and pedagogical practices being utilized to deliver affective learning outcomes in Community…
Descriptors: Community Colleges, Foreign Countries, Hospitality Occupations, Tourism
Irina Shcheglova; Jamie Costley; Elena Gorbunova; Christopher Lange – Innovations in Education and Teaching International, 2025
Although satisfaction with academic experience in the context of higher education has been an area of research for nearly 40 years, it is still unclear how pedagogical practices in the development of thinking skills are related to students' satisfaction. This study aims to investigate the relationships between students' satisfaction and the levels…
Descriptors: Thinking Skills, Skill Development, Student Satisfaction, Student Experience
Michael A. Harnar; Allison M. Prieur; Kari Ross Nelson – American Journal of Evaluation, 2025
In response to a call for more research on evaluator education, this paper explores the use of role-play as an in-class activity for students in a graduate course in evaluation. We describe the activity in detail and use the Structure of Observed Learning Outcomes taxonomy as a tool to describe the cognitive complexity of student responses in the…
Descriptors: Role Playing, Graduate Students, Learning Activities, Class Activities
Yu-Chi Chen; Huei-Tse Hou – Asia-Pacific Education Researcher, 2025
To promote motivation and interaction among learners for relationship education in online learning, we designed a digital gamified learning activity for relationship education combined with conceptual and reflective scaffolding. We measured the learning achievement of learners' knowledge, motivation, anxiety and flow during the activity. This…
Descriptors: Educational Technology, Gamification, Learning Activities, Interpersonal Relationship
Lalita Chaipibal; Thatchai Chittranun – Journal of Practical Studies in Education, 2025
This research aimed to (1) examine the current conditions, desired conditions, and needs regarding active learning management of teachers under the Udonthani Primary Educational Service Area Office 1; and (2) design and develop a program to enhance active learning management among teachers under the same office. The research was conducted in two…
Descriptors: Active Learning, Elementary School Teachers, Faculty Development, Program Development
Chun-Ying Chen – ACM Transactions on Computing Education, 2025
This study examined the effects of worked examples with different explanation types and novices' motivation on cognitive load, and how this subsequently influenced their programming problem-solving performance. Given the study's emphasis on both instructional approaches and learner motivation, the Cognitive Theory of Multimedia Learning served as…
Descriptors: Models, Learning Motivation, Cognitive Processes, Difficulty Level
Rui Sun; Xuefei Deng – Journal of Information Systems Education, 2025
This paper examines university students' perceptions of and experiences with using ChatGPT, a generative artificial intelligence (GenAI) tool, to enhance their experiential learning. In this exploratory study, we designed a ChatGPT learning activity flow corresponding to the four experiential learning steps. Analysis of survey data collected from…
Descriptors: Artificial Intelligence, Cues, Teaching Methods, Technology Uses in Education
Yi Xue – Education and Information Technologies, 2025
The widespread diffusion of portable tablets and 5G technology heralded a new era of mobile-assisted language learning. Educators and practitioners have shown keen interest in introducing spherical video virtual reality to facilitate pedagogical practices. Although a substantial number of empirical studies have been carried out to observe the…
Descriptors: Computer Simulation, Video Technology, Technological Advancement, Technology Uses in Education
Onok Yayang Pamungkas; Ariantoni; Sulhi; Marga Surya Mudhari; Heru Setyono – Educational Process: International Journal, 2025
Background/purpose: Indonesian language education at the senior high school level is expected to foster not only linguistic competence but also critical thinking and cultural awareness. Textbooks, as the primary learning instrument, must be evaluated for their alignment with curriculum goals and global literacy demands. Materials/methods: This…
Descriptors: Foreign Countries, Textbooks, Textbook Content, Grade 10
Ayse Tugba Öner – Journal of Inquiry Based Activities, 2025
This study aims to prepare statistics activity-targeting comprehension of the arithmetic mean, consisting of worked-out example explanations through ChatGPT for sixth graders; determine situations encountered during the implementation of the activity; ascertain the effect of the activity on students' mathematics problem-solving performance; and…
Descriptors: Statistics Education, Artificial Intelligence, Computer Uses in Education, Grade 6

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