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Özeke, Vildan; Akçapina, Gökhan – International Association for Development of the Information Society, 2016
There are many computer games, learning environments, online tutoring systems or computerized tools which keeps the track of the user while learning or engaging in the activities. This paper presents results from an exploratory study and aims to group students regarding their behavior data while solving the Einstein's riddle. 45 undergraduate…
Descriptors: Puzzles, Educational Games, Humor, Foreign Countries
Lee, Angela M. – ProQuest LLC, 2016
Flipped learning has become a hot topic in education, in part because of the media portrayal of flipped learning in existing news stories. Although there has been a rise in popularity and implementation, there has been a lack of empirical research in the field of flipped learning. The purpose of this exploratory study was to address some of the…
Descriptors: Video Technology, Homework, Teaching Methods, Educational Technology
Chen, Won Sun; Yao, Adrian Yong Tat – Universal Journal of Educational Research, 2016
Blended learning, a convergence of e-learning approach and face-to-face learning, has been regarded as a new paradigm in modern education. The degree of learners' satisfaction with blended learning played a crucial role in evaluating the effectiveness of blended learning adoption. Therefore, this study examined the primary factors affecting…
Descriptors: Blended Learning, Pilot Projects, Influences, Performance Factors
Ellis, Robert A. – Active Learning in Higher Education, 2016
There is variation in the university student experience of learning. Prior research has shown that factors that shape this include student characteristics, the learning context, student perceptions of that context and approaches to learning and their learning outcomes. In blended contexts, there is a need to identify variables which can explain…
Descriptors: Student Experience, Educational Environment, Inquiry, Higher Education
Mather, Richard – IAFOR Journal of Education, 2015
This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…
Descriptors: Multivariate Analysis, Program Evaluation, Visualization, Programming
Rupp, André A.; Nugent, Rebecca; Nelson, Brian – Journal of Educational Data Mining, 2012
In recent years the educational community has increasingly embraced digital technologies for the purposes of developing alternative learning environments, providing diagnostic feedback, and fostering the development of so-called 21st-century skills. This special issue is dedicated to bridging recent work from the disciplines of educational and…
Descriptors: Electronic Learning, Psychometrics, Educational Environment, Educational Technology
Bookout, James Marshall, Jr. – ProQuest LLC, 2010
Research suggests that students who are satisfied with their learning experiences are typically successful and there is a fundamental theory that suggests if the expectations of students are achieved they will be return customers. This study examined the relationships between the psychosocial satisfaction scales in an online student learning…
Descriptors: Electronic Learning, Student Attitudes, Online Courses, Active Learning
Keengwe, Jared – IGI Global, 2013
With advancements in technology continuing to influence all areas of society, students in current classrooms have a different understanding and perspective of learning than the educational system has been designed to teach. Research Perspectives and Best Practices in Educational Technology Integration highlights the emerging digital age, its…
Descriptors: Higher Education, Learner Engagement, Educational Technology, Transformative Learning
Yen, Jung-Chuan; Lee, Chun-Yi – Computers & Education, 2011
Blended learning, thoughtfully combining the best elements of online and face-to-face education, is likely to emerge as the predominant teaching model of the future. In this paper, we present a blended learning environment combining mobile learning, web-based learning, and classroom teaching to provide realistic, practical opportunities for…
Descriptors: Electronic Learning, Problem Solving, Multivariate Analysis, Learning Processes
Kim, Yanghee; Lim, Jae Hoon – Journal of Educational Psychology, 2013
This study examined whether or not embodied-agent-based learning would help middle-grade females have more positive mathematics learning experiences. The study used an explanatory mixed methods research design. First, a classroom-based experiment was conducted with one hundred twenty 9th graders learning introductory algebra (53% male and 47%…
Descriptors: Females, Algebra, Mathematics Instruction, White Students
Chuah, Kee Man; Chen, Chwen Jen; Teh, Chee Siong – Themes in Science and Technology Education, 2008
In recent years, the application of virtual reality (VR) technology in education is rapidly gaining momentum. The educational benefits offered by such technology have prompted many educators as well as instructional designers to investigate ways to create effective and engaging VR learning. Instructional designers have examined widely the…
Descriptors: Instructional Design, Computer Simulation, Web Based Instruction, Educational Environment
Aldridge, Jill; Fraser, Barry; Ntuli, Sipho – South African Journal of Education, 2009
We examined the viability of using feedback from a learning environment instrument to guide improvements in the teaching practices of in-service teachers undertaking a distance-education programme. The 31 teachers involved administered a primary school version of the What Is Happening In this Class? (WIHIC-Primary) questionnaire to their 1,077…
Descriptors: Distance Education, Educational Technology, Technology Uses in Education, Questionnaires

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