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José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
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Marta Carnelli; Pragya Dewan; Sophia Kan; Janina Cuevas Zúñiga – UNICEF Innocenti - Global Office of Research and Foresight, 2023
In 2021, Mexico introduced "Pasaporte al Aprendizaje," a localized version of the Learning Passport digital learning platform, to mitigate learning loss after widespread school closures due to the COVID-19 pandemic. Between October 2021 and February 2023, almost 100,000 students utilized it for upper-secondary courses. The research…
Descriptors: Foreign Countries, Electronic Learning, Learning Management Systems, COVID-19
Karthik Muralidharan; Abhijeet Singh – National Bureau of Economic Research, 2025
Many interventions that "work" in small-scale trials often fail at scale, highlighting the centrality of effective scaling for realizing the promise of evidence-based policy. We study the scaling of a personalized adaptive learning (PAL) software that was highly effective in a small-scale trial. We adapt the PAL implementation for…
Descriptors: Technology Uses in Education, Educational Technology, Computer Software, Program Effectiveness
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Sarah Sahni; Joshua Polanin; Qi Zhang; Laura Michaelson; Sarah Caverly; Madeline Polese; Ji Hyun Yang – Society for Research on Educational Effectiveness, 2021
On March 11, 2020, the World Health Organization declared the spread of COVID-19 a pandemic (World Health Organization, 2020), and the ongoing public health crisis affected all aspects of daily life worldwide. Policies to mitigate the spread of the virus prompted school closures nationwide, disrupting the learning of approximately 50.8 million…
Descriptors: COVID-19, Pandemics, School Closing, Distance Education
Robert P. Deveney – ProQuest LLC, 2024
Purpose and Method of Study: The purpose of this study was to explore the process of change of a local church ministry training program pursuing an additional location of Oral Roberts University. The program evaluation consisted of a needs and assets assessment, followed by qualitative interviews that informed a quantitative survey. An exploratory…
Descriptors: Program Evaluation, Leadership Training, Religious Colleges, Needs Assessment
Grollmann, Philipp; Hugo, Frederik; Thomas, Stefan; Wittig, Wolfgang – European Training Foundation, 2021
Interested in managing existing work-based learning schemes by incorporating monitoring and evaluation methods? Following a brief discussion of the concept of work-based learning, this handbook presents the rationale for monitoring and evaluation as part of good governance. The functioning of work-based learning schemes is represented by a process…
Descriptors: Work Experience Programs, Vocational Education, Program Evaluation, Governance
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Bekene Bedada, Tola; Machaba, France – Cogent Education, 2022
This study explores the effectiveness of the GeoGebra on Grade 12 students' success in making associations between the representations of trigonometric functions and the interpretation of graphs. A technology-oriented classroom is a commanding and accommodating tool in mathematics instruction in understanding mathematical concepts. A…
Descriptors: Educational Technology, Grade 12, High School Students, Trigonometry
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Jessica del Rocío Fernández-Velásquez; Oscar López-Regalado; Gisela Analy Fernández-Hurtado – Contemporary Educational Technology, 2025
The systematic review explores the integration of gamification with the flipped classroom in basic education, combining game mechanics with flipped teaching methods to improve student engagement and motivation, and examines the evolution of scientific production between 2022 and 2024, using the preferred reporting items for systematic reviews and…
Descriptors: Gamification, Educational Technology, Flipped Classroom, Program Effectiveness
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Gede Arka Puniatmaja; Ni Nyoman Parwati; I Made Tegeh; I Gde W. Sudatha – Pegem Journal of Education and Instruction, 2024
The present study aimed at examining the effect of e-learning and students 'digital literacy towards their learning outcomes. It was designed in quasi-experimental research with post-test-only control group within 2x2 factorial design. The sample of the study involved 96 vocational students obtained from random sampling technique. Two instruments…
Descriptors: Electronic Learning, Educational Technology, Vocational Education, Conventional Instruction
Lisa Carron – ProQuest LLC, 2023
This quantitative study aims to determine if there is a relationship between schools that had one-to-one technology programs pre-pandemic, and achievement test score outcomes. The study focused on the twenty-three school districts that had one-to-one programs pre-pandemic in Mississippi, and compared their performance with test scores from…
Descriptors: Educational Technology, Access to Computers, Program Effectiveness, Academic Achievement
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E. S. Uma Maheswari – Journal on English Language Teaching, 2025
The integration of Information and Communication Technology (ICT) in engineering education has significantly transformed the learning process, particularly in developing technical writing skills. This study investigates how specific ICT tools such as Grammarly, Turnitin, Google Docs, and Moodle enhance technical writing proficiency among…
Descriptors: Technical Writing, Writing Skills, Engineering Education, Educational Technology
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Thiyaporn Kantathanawat; Natarika Thongsomnuek; Mai Charoentham; Paitoon Pimdee – Educational Process: International Journal, 2025
Background/purpose. The increasing prevalence of digital tools in education necessitates models that enhance students' metacognitive skills. Despite this need, limited research exists on structured pedagogical approaches to foster metacognition within digital learning contexts. This study aimed to develop and evaluate the Cognitive Innovation…
Descriptors: Educational Technology, Technology Uses in Education, Metacognition, Skill Development
K. Brigid Flannery; Mimi McGrath Kato; Angus Kittelman; Nadia Katul Sampson; Kent McIntosh – Behavioral Disorders, 2024
The purpose of this study was to provide initial evidence of the effectiveness of Check-In/Check-Out-High School (CICO-HS) on high school student outcomes. Check-In/Check-Out-High School is a version of CICO, an established Tier 2 intervention designed to improve student academic and social behavior, adapted to increase effectiveness and…
Descriptors: High School Students, Intervention, Positive Behavior Supports, Program Effectiveness
NORC at the University of Chicago, 2023
This brief reports on findings and implications from an evaluation of the Saga Education Virtual Math Tutoring Program. Research has demonstrated that Saga provides an effective tutoring model when delivered in person. This research studied whether the program was also effective when delivered virtually. The findings reveal that, overall, students…
Descriptors: Tutoring, Electronic Learning, Program Evaluation, Mathematics
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