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Jacolyn Weller; Rebecca Miles-Keogh – Educational Practice and Theory, 2024
Australian higher education has changed significantly with student cohorts that are increasingly economically and geographically diverse. Online and blended learning delivery has become more prevalent in response. This research reports on data collected to gain an insight into the perceptions of final year Bachelor of Education students during the…
Descriptors: Higher Education, Student Experience, Blended Learning, Foreign Countries
Yujie Yan; Mingzhang Zuo; Panpan Duan; Baoyi Deng – Asia-Pacific Education Researcher, 2024
The online learning has gradually become a notable trend of K-12 education, which requires students' continuous intention in regard to online learning. Although it is acknowledged that both environmental, technological, and personal factors have the potential to enhance students' continuous intention toward online learning, there is limited…
Descriptors: Elementary Secondary Education, Intention, Student Attitudes, Electronic Learning
Ismail Fayed; Saudi Aramco; Saudi Arabia; Jill Cummings – International Journal on E-Learning, 2025
Recent technology advancements and the COVID-19 pandemic accelerated the need for educators to transition from in-person to virtual and blended learning experiences, requiring instructors to take on multiple roles, including acting as instructional designers in many cases. To address this challenge, the Cross-Modalities Instructional Design Model…
Descriptors: Instructional Design, Models, Electronic Learning, Blended Learning
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Al-Azawei, Ahmed; Abdullah, Alharith A.; Mohammed, Mahmood K.; Abod, Zaid A. – International Review of Research in Open and Distributed Learning, 2023
Although online learning has become ubiquitous worldwide, earlier research has neglected the relationship between its actual use and security concerns. Learners' lack of security awareness while using learning technologies remains rarely studied. This paper integrates Delone and McLean's information system success (D&M-ISS) model with the…
Descriptors: Foreign Countries, Online Courses, Electronic Learning, Success
Basir, Muhammad; Ali, Samnan; Gulliver, Stephen R. – International Journal of Educational Management, 2021
Purpose: Coronavirus disease 2019 (COVID-19) has had global repercussions on use of e-learning solutions. In order to maximise the promise of e-learning, it is necessary for managers to understand, control and avoid barriers that impact learner continuance of e-learning systems. The technology, individual, pedagogy and enabling conditions (TIPEC)…
Descriptors: Electronic Learning, Barriers, Models, Individual Characteristics
Siti A. Arshad-Snyder; Sarah M. Flanagan – International Journal of Teaching and Learning in Higher Education, 2023
Interprofessional Education (IPE) is a critical component of healthcare education and a requirement of many accrediting bodies. Approaching IPE from a holistic, comprehensive lens allows academic institutions to overcome challenges related to operating within program- and discipline-specific silos. Bringing students together to learn with, from,…
Descriptors: Higher Education, Interdisciplinary Approach, Professional Education, Teamwork
Michelle Vaughan; Samantha N. Uribe – Assessment & Evaluation in Higher Education, 2024
Distance education has increased steadily since the onset of COVID-19. As online offerings become a staple in programs of study, rather than the exception, it is important to consider how instructors design their courses to incorporate feedback as well as how they promote active student involvement in feedback processes. In this paper, the authors…
Descriptors: Feedback (Response), Multiple Literacies, Formative Evaluation, Student Evaluation
Felipe A. Feichas; Rodrigo D. Seabra – Informatics in Education, 2023
This research discusses the use of a gamified web platform for studying software modeling with Unified Modeling Language (UML). Although UML is constantly being improved and studied, many works show that there is difficulty in teaching and learning the subject, due to the complexity of its concepts and the students' cognitive difficulties with…
Descriptors: Gamification, Computer Software, Models, Teaching Methods
Mary Elizabeth Greene – ProQuest LLC, 2022
While plenty of literature exists that explores faculty-to-student mentorship in higher education, the bulk of this scholarship focuses on graduate students and upper-division undergraduate students, not first-year undergraduates. This is problematic as the first year of college is the one in which mentorship has the largest impact on student…
Descriptors: College Freshmen, Teacher Student Relationship, Mentors, COVID-19
Mahasneh, Omar M. K. – Journal of Education and e-Learning Research, 2020
Previous efforts have been made to develop a model for a university students' e-portfolio and determine university students' attitudes toward that model; however, to date, few studies have been conducted. This study employed a descriptive and experimental design: interviews with 20 specialists in educational science were conducted to develop and…
Descriptors: Foreign Countries, College Students, Student Attitudes, Portfolios (Background Materials)
Liu, Xinyang; Ardakani, Saeid Pourroostaei – Education and Information Technologies, 2022
The purpose of this study is to propose an e-learning system model for learning content personalisation based on students' emotions. The proposed system collects learners' brainwaves using a portable Electroencephalogram and processes them via a supervised machine learning algorithm, named K-nearest neighbours (KNN), to recognise real-time…
Descriptors: Foreign Countries, Undergraduate Students, Electronic Learning, Artificial Intelligence
Miyaoka, Mayumi; Toolsidass, Rebecca; Magee, Michael – portal: Libraries and the Academy, 2023
Due to the COVID-19 pandemic, the librarians at the Brooklyn Campus of St. Joseph's College New York developed a new embedded librarianship model of instruction, incorporating scaffolded information literacy modules that could be delivered remotely. To measure the new model's efficacy, the researchers administered the 15-item First Year Experience…
Descriptors: Librarians, Academic Libraries, Library Services, Outreach Programs
Alajmi, Mohammad A.; Alotaibi, Jamella H. – Journal of Electronic Resources Librarianship, 2020
This study investigates the effect of the unified theory of acceptance and use of technology (UTAUT) and DeLone and McLean information system success model (IS success model) on facets of system use for digital library systems. These facets include lean measures (e.g. frequency, duration, and intensity) and rich measures of system use (e.g. deep…
Descriptors: Electronic Libraries, Adoption (Ideas), Information Systems, Models
Harichandran, Ronald S.; Erdil, Nadiye O.; Carnasciali, Maria-Isabel; Nocito-Gobel, Jean; Li, Cheryl – Advances in Engineering Education, 2018
An innovative approach to develop an entrepreneurial mindset in all undergraduate engineering and computer science students is being developed and implemented. The approach consists of the development of short e-learning modules on 18 entrepreneurial topics and the integration of these modules into regular courses in programs. A flipped classroom…
Descriptors: Entrepreneurship, Engineering Education, Electronic Learning, Computer Science Education

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