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Li Cheng; John Hampton; Swapna Kumar – Journal of Research on Technology in Education, 2024
Synchronous peer feedback activity is a potential but less studied strategy to engage students in technology-enhanced learning environments compared to asynchronous peer feedback activity in which students provide feedback to each other at a different time. This study aims to investigate student engagement and perceptions in a Google…
Descriptors: Learner Engagement, Synchronous Communication, Technology Integration, Educational Environment
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Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
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Phong Thanh Nguyen; Quyen Le Hoang Thuy To Nguyen; Vy Dang Bich Huynh – Journal of Education and Learning (EduLearn), 2025
This research employs the spherical fuzzy analytic hierarchy process (SFAHP) to prioritize key factors shaping the higher education quality in Ho Chi Minh City, Vietnam within the context of increasing digitalization. Through a structured hierarchy encompassing criteria such as accessibility of digital resources, adaptability and innovation,…
Descriptors: Foreign Countries, Higher Education, Educational Quality, Technology Uses in Education
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Lockias Chitanana – Education and Information Technologies, 2024
This study investigated how lecturers and university students used WhatsApp as an academic tool. The study employed an ANT methodological and analytical framework to investigate WhatsApp as an academic tool in a university set-up in post COVID-19 era. Participants were selected from one state university. The snowball purposive sampling approach…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, College Faculty
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Ka Yan Fung; Kwong Chiu Fung; Tze Leung Rick Lui; Kuen Fung Sin; Lik Hang Lee; Huamin Qu; Shenghui Song – Smart Learning Environments, 2025
In recent years, there has been a growing interest in using robots within educational environments due to their potential to augment student engagement and motivation. However, current research has not adequately addressed the effectiveness of these robots in facilitating inclusive learning for diverse student populations, particularly those with…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Interaction
Ratrapee Techawitthayachinda – ProQuest LLC, 2023
Collaborative Video Viewing (CVV) transforms passive video-based learning into an engaging, active process. While collaborative modes have different affordances that could potentially influence knowledge co-construction, no study has directly assessed the impact of collaborative modes in CVV activities. Therefore, this current study seeks to…
Descriptors: Interactive Video, Educational Technology, Undergraduate Students, Cooperation
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Taolin Zhang; Shuwen Jia; Charoula Angeli – International Journal of Web-Based Learning and Teaching Technologies, 2024
Considering the shortcomings of large evaluation errors, long time, human, and material resources in the evaluation process of the current college teaching mode to improve the accuracy of the evaluation of college teaching mode and reduce the cost of the evaluation, this study proposes an evaluation method for college teaching methods based on…
Descriptors: Evaluation Methods, Educational Change, Learning Analytics, Educational Technology
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Aron Truss; Karen McBride; Hannah Porter; Valerie Anderson; Geraldine Stilwell; Christina Philippou; Andy Taggart – British Journal of Educational Technology, 2024
Effective video resources are assumed to promote learner engagement, but the extent to which this occurs is unclear. This study examines learners' engagement with instructor-generated video. It contributes an analytical synthesis of qualitative and quantitative data that provides the basis for investigating the extent to which, and how, learners…
Descriptors: Learner Engagement, Video Technology, Technology Uses in Education, Educational Technology
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Arthur Dela Peña – Research in Learning Technology, 2025
Traditional teaching methods in Aircraft Maintenance Technology (AMT) often struggle to maintain student engagement, motivation, and knowledge retention. While gamification has been recognised as a potential solution, its application in AMT education remains underexplored, particularly in bridging theoretical knowledge with practical skill…
Descriptors: Foreign Countries, Aviation Mechanics, Gamification, Technology Uses in Education
Tessa Janel Samuelsen – ProQuest LLC, 2023
Education is ever changing, and the prevalence of online learning is increasing. Schools across the nation are providing more online learning experiences to allow families flexibility and comfort in the learning process, which also allows learning to continue no matter the circumstance. The present research study provides solid evidence of best…
Descriptors: Online Courses, Electronic Learning, Learner Engagement, Best Practices
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Meina Zhu – Open Learning, 2024
Self-directed learning (SDL) is necessary for successful learning in MOOCs. Motivation is one of the critical elements of SDL. This mixed-method study examined the design and delivery of MOOCs to motivate learners for SDL. The data collection methods included semi-structured interviews with 22 MOOC instructors, a document review of 22 MOOCs, and…
Descriptors: MOOCs, Distance Education, Student Motivation, Learner Engagement
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Ana Virginia López Fuentes – Ethnography and Education, 2024
This paper gathers 14 ethnographic studies in a meta-ethnographic research to generate knowledge on the possibilities of creative teaching practices with digital media from an ethnographic perspective to promote inclusive education in schools. It explores common details between the articles using cross-case aggregation, which allows to get to know…
Descriptors: Creativity, Teaching Methods, Educational Technology, Student Interests
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Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Chibuzor Ojinna – ProQuest LLC, 2023
The purpose of this qualitative descriptive case study was to explore and describe middle school teachers' perspectives on their level of expertise and confidence in using available educational technology for daily instruction associated with how they perceived their students to engage in a lesson that integrated educational technology. The…
Descriptors: Educational Technology, Learner Engagement, Middle School Teachers, Technology Integration
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Mohd Kamal Othman; Sim Kah Ching – Education and Information Technologies, 2024
This study investigates the impact of gamified learning, specifically through computerised and paper-based board games, compared to conventional teaching methods on science education for 10-year-old students. We conducted an experimental design with 574 Malaysian Type Chinese Primary School participants, using pre-and post-tests, questionnaires,…
Descriptors: Gamification, Science Education, Learner Engagement, Student Motivation
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