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Ravi Sankar Pasupuleti; Deevena Charitha Jangam; Anitha Bhimavarapu; Venkata Reddy Gunnam; Venkata Ramana Sikhakolli; Deepthi Thiyyagura – Electronic Journal of e-Learning, 2025
This research explores adoption of the Deepseek, an artificial intelligence (AI) platform among higher education students in India by integrating the Technology Acceptance Model (TAM) with learning motivation factors. Given the rapid rise of AI-based platforms in educational sector, understanding their adoption is not only timely but also…
Descriptors: Foreign Countries, Artificial Intelligence, Technology Uses in Education, College Students
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Lars de Vreugd; Anouschka van Leeuwen; Marieke van der Schaaf – Journal of Computer Assisted Learning, 2025
Background: University students need to self-regulate but are sometimes incapable of doing so. Learning Analytics Dashboards (LADs) can support students' appraisal of study behaviour, from which goals can be set and performed. However, it is unclear how goal-setting and self-motivation within self-regulated learning elicits behaviour when using an…
Descriptors: Learning Analytics, Educational Technology, Goal Orientation, Learning Motivation
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Henry Egbezien Inegbedion – Education and Information Technologies, 2024
Collaboration is critical to the student-centred learning approach and this is a characteristic feature of the online learning system, as collaborative learning happens to be a major attraction of the online education system. This study investigated innovation in education technology and peer learning outcomes with the mediation of learners'…
Descriptors: Foreign Countries, College Students, Educational Technology, Learning Motivation
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Hang Wang; Xiaorong Hou; Jiaxiu Liu; Xiaoyu Zhou; Mengyao Jiang; Jing Liao – Education and Information Technologies, 2025
The purpose of this study was to explore the factors of college students' learning intention when they use online learning platforms by using structural equation model (SEM), integration technology acceptance model (TAM) and planned behavior theory (TPB). With the help of this study, the development of distance online learning for college students…
Descriptors: Academic Achievement, Learning Motivation, College Students, Intention
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Jingjing Chen; Rao Muhammad Aqib Hassan; Shuai Sun; Yilin Mo; Dan Zhang – IEEE Transactions on Learning Technologies, 2025
The lightboard, an affordable and readily accessible tool, has become a promising approach for enhancing engagement in instructional videos. Despite its potential, previous studies have primarily highlighted the benefits of lightboard videos by evaluating learners' subjective experiences, with limited empirical research examining their impact on…
Descriptors: College Students, Mathematics Skills, Mathematics Achievement, Video Technology
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Romero-Frías, Esteban; Arquero, Jose Luis; del Barrio-García, Salvador – Interactive Learning Environments, 2023
In recent years, MOOCs have become firmly established as valid e-learning environments and, as such, have been developed by many universities using different types of platform. Given the voluntary nature of MOOC enrollment, motivation is crucial to our understanding of why students register for and complete these courses. The present study…
Descriptors: Foreign Countries, MOOCs, Student Motivation, College Students
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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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Franco, David Carlos; Bidarra, José – Open Praxis, 2022
The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in helping the user transform passive reading into interactive and dynamic learning, while promoting better retention and appropriation of materials. Taking this premise, the present study follows an exploratory and qualitative approach, discussing how…
Descriptors: Instructional Design, Online Courses, Electronic Books, Learning Strategies
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Barrett, Alex; Pack, Austin; Guo, Yajing; Wang, Ningjuan – Interactive Learning Environments, 2023
Virtual reality is a rapidly developing technology and its applications are being explored in a variety of educational fields. While an increasing amount of attention is being paid to VR as a language learning tool, there remains less research on using VR with languages other than English. Adapting the Technology Acceptance Model, this study…
Descriptors: Second Language Learning, Chinese, Educational Technology, Technology Uses in Education
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Zheng, Xudong; Ma, Yunfei; Yue, Tingyan; Yang, Xianmin – Educational Technology Research and Development, 2023
The purpose of this study was to investigate the effects of different types of cues and self-explanation prompts in instructional videos on intrinsic motivation, learning engagement, learning outcomes, and cognitive load, which were indicators to measure deep learning performance. Seventy-two college students were randomly assigned to one of the…
Descriptors: Cues, Reflection, Prompting, Video Technology
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Berlian, Mery; Vebrianto, Rian; Thahir, Musa – International Journal of Evaluation and Research in Education, 2021
The objective of this research was to develop non-test instrument or questionnaire to measure the evaluation of the use of Webtoon among the students of Open University in Pekanbaru, Riau, Indonesia and to obtain the instrument's validity and reliability. This research employed the Analysis, Design, Development, Implementation, Evaluation (ADDIE)…
Descriptors: Foreign Countries, Educational Media, Educational Technology, Cartoons
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Chen, Mei-Rong Alice; Hwang, Gwo-Jen – Interactive Learning Environments, 2022
English speaking is a challenging learning objective for EFL (English as Foreign Language) learners owing to the lack of practicing environments. In this study, Interactive Spherical Video-based Virtual Reality (ISVVR) was adopted as the learning mode to provide realistic sociocultural contexts for English speaking. In addition, an experiment was…
Descriptors: English (Second Language), Educational Technology, Computer Simulation, Program Effectiveness
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Sahin, Muhittin; Ifenthaler, Dirk – International Association for Development of the Information Society, 2022
Within digitally-supported learning environments, learners need to observe themselves so that they can reflect on their strengths and weaknesses and take a step toward autonomous learning. Within the scope of this research, a technology and analytics enhanced assessment environment in which students can assess themselves was implemented and…
Descriptors: Foreign Countries, College Students, Behavior Patterns, Learning Processes
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Hsia, Lu-Ho; Hwang, Gwo-Jen; Lin, Chi-Jen – Interactive Learning Environments, 2022
Flipped learning has received significant emphasis in recent years. Through this approach, students' self-learning ability can be cultivated and the time for in-class practice and teachers' and students' interaction are increased. In the past, there has been much research confirming its benefits in learning performance. Meanwhile, some studies…
Descriptors: Flipped Classroom, Teaching Methods, Dance Education, College Students
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Chen, Yi-Mei – Education and Information Technologies, 2022
This article reports on a classroom-based investigation into English as a foreign language (EFL) learners' views on lessons which integrated m-learning tools for assessment (Kahoot!) and collaboration (Padlet). 289 Chinese university students' views on such lessons were collected through open-ended questions posted on Padlet. The questions were…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Student Attitudes
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