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Machmud, Muhammad Takwin; Wattanachai, Suchat; Samat, Charuni – Educational Technology Research and Development, 2023
This study is focusing on synthesizing the theoretical and designing framework of constructivist gamification environment models to enhance ill-structured problem solving in learning science. The research model used is based on model development (phase 1) proposed by Richey & Klein. This research consists of two phases as follow: (1) to…
Descriptors: Constructivism (Learning), Gamification, Educational Environment, Problem Solving
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Xin Li; Yanyan Li; Rui Wang; Jiazhen Li – Educational Technology Research and Development, 2024
Collaborative engagement is a quality that contributes successful learning by examining social interactions among students. In natural contexts, online collaborative learning is an evolving process that is subject to fluctuation in how students engage in social interactions. However, few studies have explored the interplay and intertwining of…
Descriptors: Cooperative Learning, Learner Engagement, Cognitive Processes, Peer Relationship
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Gemma Tur; Linda Castañeda; Ricardo Torres-Kompen; Jeffrey P. Carpenter – Interactive Learning Environments, 2024
This article analyzes the relationship between self-regulated learning (SRL) and personal learning environments (PLE) in light of the educational academic literature of the decade 2010-2020. This study uses a systematized literature review followed by a qualitative analysis of the most cited literature to establish a narrative that highlights and…
Descriptors: Educational Environment, Self Management, Skills, Educational Research
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Melanie Audier; Myron Dean Friesen; E. Jayne White – Early Childhood Folio, 2024
The focus of this study is the cognitive process called mentalisation and how it is woven into "Te Whariki." Employing a qualitative content analysis, we sought to examine the embedded expectations and assumptions evident in the curriculum concerning how mentalisation processes and practices should be employed by teachers. Results showed…
Descriptors: Foreign Countries, Early Childhood Education, Cognitive Processes, Elementary School Curriculum
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Kumar, Jeya Amantha; Ibrahim, Noorasyikin; McEvoy, Denise; Sehsu, Jayson – Education and Information Technologies, 2023
Anthropomorphism is defined as attributing human traits and emotions to non-human entities. In the field of emotional design in multimedia learning, anthropomorphising essential learning elements has been associated with promoting positive learning experiences. Although it has been widely used for educational purposes, there are still limitations…
Descriptors: Cognitive Processes, Educational Environment, Outcomes of Education, Psychological Patterns
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Rekha Negi – International Journal of Bullying Prevention, 2023
The study explored the cognitive processes of victims as depicted in their drawings of school bullying experiences. Sixty victims of school bullying in the age range of 11-12 years identified by the Illinois Victimization scale completed a drawing task that required them to depict their cognitive processes underlying victimization. A…
Descriptors: Cognitive Processes, Victims, Bullying, Educational Environment
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F. Sehkar Fayda Kinik; Aylin Kirisçi Sarikaya – Turkish Journal of Education, 2025
This study aimed to identify the perspectives of post-graduate students on online learning in the field of educational sciences utilizing Bloom's revised taxonomy specified for the cognitive domain to qualitatively explore the factors affecting lower-order thinking skills (LOTS) including remembering, understanding, and applying as well as…
Descriptors: Foreign Countries, Online Courses, Graduate Students, Student Attitudes
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Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
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Hadiye Kucukkaragoz; Rusen Meylani – Journal of Education and Learning (EduLearn), 2025
This literature review aims to synthesize the factors behind resistance to learning and proposes evidence-based strategies to address them, drawing on two decades of peer-reviewed research. Using a systematic qualitative review, thematic analysis with MAXQDA software identified six categories of resistance causes: psychological, sociocultural,…
Descriptors: Resistance (Psychology), Learning, Active Learning, Psychological Patterns
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Celestine E. Akpanoko; Ashwin T. S.; Grayson Cordell; Gautam Biswas – International Educational Data Mining Society, 2024
Open-ended learning environments (OELEs) support constructivist approaches to STEM learning. This promotes student engagement and facilitates a deeper understanding of STEM topics. Despite their benefits, OELEs can present significant challenges for novice learners. Recent studies have revealed the complex relationship between students' affective…
Descriptors: Middle School Students, Emotional Response, Affective Behavior, Educational Environment
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Lisa Carey; William Sadera; Alison Pritchard – Journal of Technology and Teacher Education, 2025
Technology-rich learning environments in which students use digital devices such as laptops and tablets may over-task students' executive functions (EF). However, limited research has examined how well teachers understand these demands or recognize EF-related challenges in digital learning contexts. This study investigated U.S. K-12 teachers'…
Descriptors: Electronic Learning, Cognitive Processes, Difficulty Level, Executive Function
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Alejandra J. Magana; Aparajita Jaiswal; Theodora Loyce Amuah; Mariana Zamora Bula; Mohammad Shams Ud Duha; Jennifer C. Richardson – IEEE Transactions on Education, 2024
Contribution: The study characterizes aspects of cognitive and metacognitive dimensions of team cognition of software development teams in educational settings. Background: The software development industry requires software engineers and developers to work in teams; for this, there is substantial research on teamwork in the context of the…
Descriptors: Computer Software, Engineering Education, Undergraduate Students, Teamwork
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Lucia Mason; Angelica Ronconi; Barbara Carretti; Sara Nardin; Christian Tarchi – Journal of Computer Assisted Learning, 2024
Background: Digital texts are progressively becoming the medium of learning for students, but research has indicated that students tend to process information more superficially while reading on screen. It is therefore relevant to examine what strategies can support digital text comprehension. Objectives: This study aimed to investigate the…
Descriptors: College Students, Books, Electronic Publishing, Handheld Devices
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Rui Xu; Yen Hsu; Xinyan Wang – Psychology in the Schools, 2025
As the repercussions from post-pandemic normative management continue, digital information and communication technologies have become widely integrated into teaching and learning across ages and environments. Most countries prioritize developing student media literacy to equip them for a digitalized society and diverse educational environments.…
Descriptors: Media Literacy, Outcomes of Education, Creativity, Academic Achievement
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Leroy, Anaïs; Romero, Margarida; Cassone, Laura – Interactive Learning Environments, 2023
Idea generation in interactive learning environments requires the consideration of the interactivity and materiality aspects of creativity. In educational robotics, idea generation is mediated through a technological object in a process allowing us to observe the three main components of divergent thinking: fluency, flexibility, and originality.…
Descriptors: Interaction, Creativity, Robotics, Creative Thinking
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