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Robin Junker; Jennifer Janeczko; Alena Lehmkuhl; Verena Zucker; Manfred Holodynski; Nicola Meschede – Education and Information Technologies, 2025
The adoption of virtual learning environments (VLEs) in education has grown significantly due to their potential to enhance learning. Effective learning in VLEs depends on managing cognitive load and sustaining motivation, particularly for complex tasks like developing teachers' professional vision -- the ability to notice and interpret classroom…
Descriptors: Models, Prompting, Electronic Learning, Computer Simulation
Jussi Järvinen; Lauri Hietajärvi; Elina E. Ketonen; Katariina Salmela-Aro – Educational Psychology, 2025
This study examines how task instruction and task appraisals predict engagement and disaffection in classroom moments. We assessed 2,560 momentary survey responses from 124 Finnish 7th grade students using a within-person analytical approach. The results showed that students were more engaged during active instruction and when they had choice in…
Descriptors: Task Analysis, Learner Engagement, Instruction, Middle School Students
Kai-Hsiang Yang; Hui-Chun Chu; Gwo-Jen Hwang; Tzu-Jung Liu – Educational Technology Research and Development, 2025
Digital game-based learning (DGBL) has emerged as an effective strategy to enhance students' learning effectiveness. Concept mapping, recognized as a valuable tool for knowledge construction, has been widely implemented in educational settings. However, research indicates challenges when integrating concept maps into games, particularly when the…
Descriptors: Concept Mapping, Computer Games, Educational Games, Mathematics Education
Calah J. Ford; Ellen L. Usher – Social Psychology of Education: An International Journal, 2025
Self-efficacy, the beliefs learners hold about what they can do, develops largely from whether learners perceive and interpret their experiences as successful (i.e., perceived mastery). In mathematics, the relationship between perceived mastery and self-efficacy has been well established. Less is known about the factors that may influence…
Descriptors: Early Adolescents, Mastery Learning, Mathematics Skills, Task Analysis
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
Andre Anthony Martin – Journal of Teacher Education and Educators, 2025
This study used a correlational design methodology to examine teacher-trainees academic confidence, their rating of learning demands, and lecturer support at their teacher training college. Data were collected using a survey comprising the Academic Confidence, Learning Demands and the Teacher Support Scales. A total population sampling technique…
Descriptors: Student Teachers, Self Esteem, Self Efficacy, Preservice Teacher Education
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Jingjing Chen; Rao Muhammad Aqib Hassan; Shuai Sun; Yilin Mo; Dan Zhang – IEEE Transactions on Learning Technologies, 2025
The lightboard, an affordable and readily accessible tool, has become a promising approach for enhancing engagement in instructional videos. Despite its potential, previous studies have primarily highlighted the benefits of lightboard videos by evaluating learners' subjective experiences, with limited empirical research examining their impact on…
Descriptors: College Students, Mathematics Skills, Mathematics Achievement, Video Technology
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Haoxin Xu; Tianrun Deng; Xianlong Xu; Xiaoqing Gu; Lingyun Huang; Haoran Xie; Minhong Wang – Education and Information Technologies, 2025
In the 21st century, the urgent educational demand for cultivating complex skills in vocational training and learning is met with the effectiveness of the four-component instructional design model. Despite its success, research has identified a notable gap in the address of formative assessment, particularly within computer-supported frameworks.…
Descriptors: Models, Instructional Design, Computer Assisted Testing, Formative Evaluation
Hamidah; Zaenuri; Isnarto; Arief Agoestanto – Journal of Education and Learning (EduLearn), 2025
This study's purpose was to analyse the relationship between geometric thinking skills with self-regulated learning and with students' basic geometry skills. Furthermore, analyze student errors in solving geometry problems based on their self-regulated learning to determine the optimal geometry learning environment for geometry thinking skills.…
Descriptors: Geometry, Learning Strategies, Preservice Teachers, Teacher Education Programs
Xuanyan Zhong; Zehui Zhan – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance and feedback to self-directed learners during programming problem-solving and to improve learners' computational thinking. Design/methodology/approach: By…
Descriptors: Intelligent Tutoring Systems, Computer Science Education, Programming, Independent Study
Xiaoqing Hong; Li Guo – Education and Information Technologies, 2025
The study investigates the effects of AI-enhanced multi-display language teaching systems on English as a Foreign Language (EFL) learners. Utilizing a pretest-posttest random assignment experimental design, the research involved 302 EFL students aged 19 to 28 in a higher education setting. The study examines the effects of AI-powered virtual…
Descriptors: Artificial Intelligence, Technology Uses in Education, Learning Motivation, Cognitive Processes
Orit Hazzan; Yael Erez – ACM Transactions on Computing Education, 2025
In this opinion piece, we explore the idea that GenAI has the potential to fundamentally disrupt computer science education (CSE) by drawing insights from 10 pedagogical and cognitive theories and models. We highlight how GenAI improves CSE by making educational practices more effective and requires less effort and time, and all at a lower cost,…
Descriptors: Computer Science Education, Artificial Intelligence, Technology Uses in Education, Educational Change
Diana Angélica Parra Pérez; Jennyfer Paola Camargo Cely; María Catalina Caro Torres; Miguel Eduardo Uribe Moreno – Journal of Educators Online, 2025
This paper is a quantitative study about learners' engagement and self-efficacy within a Virtual Reality (VR) learning environment while studying vocabulary in English in a classroom implementing a Content and Language Integrated Learning (CLIL) approach. VR was used as a tool for students to learn and better understand specific concepts studied…
Descriptors: Computer Simulation, Learner Engagement, Self Efficacy, Content and Language Integrated Learning

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