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Taylor, Ai-dung; Hung, Woei – Educational Technology Research and Development, 2022
Microlearning has gained popularity in both the training industry and professional studies disciplines over the last several years. While substantial information exists in industry articles and commentaries on the definition of microlearning--along with how to create, develop, and implement it--a closer look at the existing research is important.…
Descriptors: Instructional Effectiveness, Time on Task, Teaching Methods, Literature Reviews
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Zhu, Gang – Educational Technology Research and Development, 2021
Currently, the research on the overall effect of flipped instruction on K-12 students' academic achievement has been insufficient, especially across various subject areas and grade levels. To redress this research gap, this study first synthesised five aspects of research on flipped instruction, including theoretical underpinnings, application…
Descriptors: Flipped Classroom, Elementary School Students, Secondary School Students, Academic Achievement
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Shahnama, Mojdeh; Ghonsooly, Behzad; Shirvan, Majid Elahi – Educational Technology Research and Development, 2021
Flipped learning is a pedagogical approach in which the traditional way of instruction is inverted by presenting new concepts and subject matters before class and allocating more class time to collaborative, individualized, and differentiated learning. Recently, the use of flipped learning has become popular in the context of learning English as a…
Descriptors: Meta Analysis, Instructional Effectiveness, Program Effectiveness, Flipped Classroom
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Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
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Chen, Zhenzhen; Chen, Weichao; Jia, Jiyou; An, Huili – Educational Technology Research and Development, 2020
Despite the rapid development of the field of Mobile-assisted Language Learning (MALL), research synthesis and systematic meta-analyses on MALL are still lacking. It remains unclear how effective mobile devices are for language learning under different conditions. Review studies on the overall effectiveness of the latest smart mobile devices are…
Descriptors: Meta Analysis, Second Language Learning, Second Language Instruction, Handheld Devices
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Novak, Elena – Educational Technology Research and Development, 2015
Storyline is one of the major motivators that lead people to play video games. However, little empirical evidence exists on the instructional effectiveness of integrating a storyline into digital learning materials. This systematic literature review presents current empirical findings on the effects of a storyline game design element for human…
Descriptors: Video Games, Instructional Effectiveness, Educational Technology, Technology Uses in Education
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Hannafin, Michael J.; Rieber, Lloyd P. – Educational Technology Research and Development, 1989
These two articles discuss the contributions of behavioral and cognitive psychology to the design of computer-based instruction (CBI) and describe an integrated meta-model for use with instructional systems design (ISD) called ROPES + (Retrieving, Orienting, Presenting, Encoding, and Sequencing). Highlights include motivation, information…
Descriptors: Cognitive Psychology, Computer Assisted Instruction, Computer System Design, Instructional Design