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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
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
Jeff Ford; Rachel Erickson; Ha Le; Kaylee Vick; Jillian Downey – PRIMUS, 2024
In this study, we analyzed student participation and success in a college-level Calculus I course that utilized standards-based grading. By measuring the level to which students participate in this class structure, we were able to use a clustering algorithm that revealed multiple groupings of students that were distinct based on activity…
Descriptors: Calculus, Mathematics Instruction, Mathematics Achievement, Grades (Scholastic)
Pi, Zhongling; Zhang, Yi; Yu, Qiuchen; Yang, Jiumin – International Journal of Educational Technology in Higher Education, 2023
Synchronous online learning via technology has become a major trend in institutions of higher education, allowing students to learn from video lectures alongside their peers online. However, relatively little research has focused on the influence of these peers on students' learning during video lectures and even less on the effect of peer…
Descriptors: Students, Student Behavior, Behavior Patterns, Attention
Lo-An Liu; Gwo-Jen Hwang – British Journal of Educational Technology, 2024
Learning with digital games has gained considerable popularity. While digital game-based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide…
Descriptors: Metalinguistics, Error Correction, English (Second Language), Second Language Learning
Makoto Mitsugi; Masahiro Yoshimura; Tomohito Hiromori; Ryo Kirimura – Journal for the Psychology of Language Learning, 2024
This study compares two leadership styles, emergent leader (EL) and assigned leader (AL), to explore effective leadership in second language (L2) group work. ELs were spontaneously chosen by the group, while ALs were pre-assigned by teachers before the task. The study involved 45 university students, who were divided into seven EL groups (n = 21)…
Descriptors: Cooperative Learning, Group Dynamics, Learning Motivation, Behavior Patterns
Lee, Okseon; Choi, Euichang; Goodyear, Victoria; Griffiths, Mark; Son, Hyukjun; Jung, Hyunsoon; Lee, Wonhee – Journal of Teaching in Physical Education, 2021
Although physical education (PE) teachers have increased access to digital/online continuous professional development activities, there are few robust accounts of how they engage with and experience these environments. Purpose: The purpose of this study was to examine PE teachers' participation patterns within self-directed online PE continuous…
Descriptors: Physical Education Teachers, Teacher Participation, Behavior Patterns, Interaction
Zhan, Zehui; He, Guoqing; Li, Tingting; He, Luyao; Xiang, Siyu – Journal of Computer Assisted Learning, 2022
Background: Group size is one of the important factors that affect collaborative learning, however, there is no consensus in the literature on how many students should the groups be composed of during the problem-solving process. Objectives: This study investigated the effect of group size in a K-12 introductory Artificial Intelligence course by…
Descriptors: Cognitive Ability, High School Students, Cooperative Learning, Artificial Intelligence
Wu, Wen-Chi; Lin, I.-Ting; Chen Hsieh, Jun – Asia-Pacific Education Researcher, 2023
The knowledge of English idioms is essential for advanced English learning and application, particularly for English-as-a-foreign-language (EFL) learners. While studies have shown the benefits of mobile-assisted language learning (MALL) to facilitate English learning, few studies have examined the factors that may influence MALL in light of…
Descriptors: Foreign Countries, English, Language Patterns, Learning Modalities
Onah, Daniel F. O.; Pang, Elaine L. L.; Sinclair, Jane E.; Uhomoibhi, James – International Journal of Information and Learning Technology, 2021
Purpose: Massive open online courses (MOOCs) have received wide publicity and many institutions have invested considerable effort in developing, promoting and delivering such courses. However, there are still many unresolved questions relating to MOOCs and their effectiveness in a blended-learning context. One of the major recurring issues raised…
Descriptors: MOOCs, Questionnaires, Learning Strategies, Blended Learning
Koc-Januchta, Marta M.; Schönborn, Konrad J.; Tibell, Lena A. E.; Chaudhri, Vinay K.; Heller, H. Craig – Journal of Educational Computing Research, 2020
Applying artificial intelligence (AI) to support science learning is a prominent aspect of the digital education revolution. This study investigates students' interaction and learning with an AI book, which enables the inputting of questions and receiving of suggested questions to understand biology, in comparison with a traditional E-book.…
Descriptors: Artificial Intelligence, Textbook Content, Science Materials, Biology
Lee, Mi Yeon; Lim, Woong – International Electronic Journal of Mathematics Education, 2020
This study investigates patterns exhibited by pre-service teachers (PSTs) while practicing feedback in response to students' solutions on a procedure-based mathematics assessment. First, we developed an analytical framework for understanding mathematics PSTs' written feedback. Second, we looked into how a learning module on a multimedia platform…
Descriptors: Preservice Teachers, Feedback (Response), Test Items, Behavior Patterns
Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
Novak, Magdalena; Phelan, Siëlle; Lewalter, Doris; Schwan, Stephan – International Journal of Science Education, 2020
Previous research from in and outside museums suggests that the haptic exploration of surfaces and objects have various educational benefits and can positively influence the museum visit experience. However, there is still a need for more research on the potential effects of object handling on museum learning, especially in science museums. The…
Descriptors: Science Education, Museums, Learning Processes, Photography
Schwartz, Mila; Deeb, Inas; Hijazy, Sujoud – Journal of Multilingual and Multicultural Development, 2021
The aim of this study was to explore patterns of children's agency enactment in second-language learning as reflected in their language learning and social interactions in a bilingual Arabic-Hebrew-speaking classroom. We examined the connection between these behaviour patterns and the children's L2 progress in the bilingual classroom. The study…
Descriptors: Multilingualism, Second Language Learning, Second Language Instruction, Bilingual Education
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