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Ebersbach, Mirjam; Guschlbauer, Jana Antonia; Rummer, Ralf – Applied Cognitive Psychology, 2023
We examined whether visual disfluency, as elicited by presenting text on flickering slides, affects learning positively and the global judgment of learning (JOL) negatively. Participants (N = 202 in Experiment 1, between-subjects design; N = 53 in Experiment 2, within-subjects design) saw in an online session multiple slides including textual…
Descriptors: Visual Perception, Visual Aids, Outcomes of Education, Metacognition
Salma Banu Nazeer Khan; Ayse Aysin Bilgin; Deborah Richards; Paul Formosa – Teaching Statistics: An International Journal for Teachers, 2024
Infographics are visual storytelling techniques used to communicate complex information. However, infographics can be misleading if they are not created ethically. When universities teach how to create infographics, they often do so without emphasizing the ethical issues underlying infographics. To address this gap, we designed a study to educate…
Descriptors: Ethics, Visual Aids, Statistics Education, Design
Somik Ghosh; Abhay Chavan – Design and Technology Education, 2024
Immersive technologies have gained attention in design pedagogy due to their potential as effective tools for teaching and learning. Virtual reality (VR) has been extensively explored in the design discipline for tasks such as interpretation, visualization, and collaboration. However, most applications of VR have focused on replacing traditional…
Descriptors: Computer Simulation, Technology Integration, Building Design, Experiential Learning
Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
Christothea Herodotou; Sagun Shrestha; Catherine Comfort; Heshan Andrews; Paul Mulholland; Vaclav Bayer; Claire Maguire; John Lee; Miriam Fernandez – Journal of Learning Analytics, 2025
In this paper, we explore the design of a student-facing dashboard for online and distance learning with a focus on capturing and addressing specific learning needs. A participatory process involving 20 students was employed, which included a screening questionnaire and focus group discussions. The selection of data points to be displayed on the…
Descriptors: Electronic Learning, Distance Education, Student Attitudes, Educational Technology
Zhao, Fang; Schützler, Lena; Christ, Oliver; Gaschler, Robert – Teaching Statistics: An International Journal for Teachers, 2023
Constructing interactive web apps has become more accessible for instructors, for example, by using the R package Shiny. Here we explored learners' preferences and the efficiency of interactive simulations versus static pictures in acquiring statistics knowledge of Cohen's d and standard normal distribution. Results revealed that students'…
Descriptors: Statistics Education, Visual Aids, Technology Uses in Education, Web Sites
Alex Honold – Interdisciplinary Journal of Problem-based Learning, 2025
Problem framing is an essential yet under-explored aspect of problem-based historical inquiry. This study investigated how tenth-grade students in one AP US History class framed an ill-structured historical causal reasoning problem. Data included students' written brainstorms, students' responses to open-ended interview questions, and…
Descriptors: History Instruction, Inquiry, History, Problem Based Learning
Agustín Vázquez-Sánchez; Francisco Delgado – European Journal of Engineering Education, 2025
The concept of a free body diagram is central to Mechanical Engineering. Beyond its correct layout, a series of analysis concepts in the development of this skill allows one to visualise, understand, and analyse mechanisms and other complex applications. The correct assessment of the skill goes beyond the simple application of a test because it is…
Descriptors: Foreign Countries, Competence, Evaluation Methods, Engineering Education
Hatice Ulu Aydin; Ilknur Cifci Tekinarslan; Yesim Gulec Aslan – Journal of Autism and Developmental Disorders, 2024
The pattern of behaviors and abilities that reflect the core characteristics of students with autism spectrum disorder (ASD) and an environment that lacks the ability to understand individuals with ASD can make these students targets of bullying. Bullying is a serious problem for students with ASD, and practices against it are important in terms…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Bullying, Victims
Alyssa P. Lawson; Richard E. Mayer – Journal of Computer Assisted Learning, 2024
Background: Immersive virtual reality (IVR) is a new technology that could motivate learners, but also could contain distracting elements that increase cognitive demands on learners. In contrast, learning with conventional media, such as a narrated slideshow could be less motivating, but also less distracting. Objectives: This experiment…
Descriptors: Computer Simulation, Individual Differences, Learning, Executive Function
Eli Typhina; Omoyemeh Ile; Robert E. Bardom – Journal of Extension, 2024
The article describes a participatory segmentation strategy, called the Actor Diagramming and Tracing Method, that enables Extension agents to tailor education initiatives. Using a case study, the authors demonstrate the method by segmenting North Carolina family forest landowners based on resources needed for sustainable forestry management.…
Descriptors: Extension Education, Extension Agents, Forestry, Ownership
Burrows, Ella – Journal of Information Literacy, 2023
Social media platforms have had a tangible effect on how users share information and their digital literacy skills. Infographics are often shared on Instagram, but they harbour the potential for misinformation. Users do not always research posts before sharing, and the social nature of the site influences user behaviour. Current digital literacy…
Descriptors: Photography, Social Media, Visual Aids, Digital Literacy
Cui Wan; Song Hou – Discover Education, 2025
This paper examines the rapid evolution of net slang and its consequential impact on Standard Mandarin, highlighting the interplay between net slang and traditional linguistic norms. The study begins by delineating three principal characteristics of net slang: multiformity, simplicity, and flexibility. Through a survey assessing Chinese attitudes…
Descriptors: Internet, Standard Spoken Usage, Mandarin Chinese, Linguistics
Lauren Cross; Sara Sharun; Luciano da Rosa dos Santos – Journal of Learning Development in Higher Education, 2025
Multimodal assignments are becoming a prevalent strategy to enable assessment of student learning (Reid et al., 2016). However, due to their inherent complexity, supporting faculty members and students in adopting and implementing these types of assignments can be challenging (Wysocki et al., 2019). To overcome this, a group of 'third space'…
Descriptors: Assignments, Educational Cooperation, Foreign Countries, Librarians
Humaira Mariyam B.; V. K. Karthika – Educational Philosophy and Theory, 2025
Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and…
Descriptors: Game Based Learning, Cooperative Learning, Freehand Drawing, Visual Aids

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