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Walsh, Kenneth R.; Hoque, Md Tamjidul; Williams, Kim H. – Journal of Learning in Higher Education, 2017
Human Machine Learning Symbiosis is a cooperative system where both the human learner and the machine learner learn from each other to create an effective and efficient learning environment adapted to the needs of the human learner. Such a system can be used in online learning modules so that the modules adapt to each learner's learning state both…
Descriptors: Online Courses, Learning Motivation, Affective Behavior, Computer Assisted Instruction
Makoe, Mpine; Thuli, Shandu – International Review of Research in Open and Distributed Learning, 2018
Academic success depends on the comprehension of a language, which is linked to vocabulary learning. Many distance students in South Africa find it difficult to comprehend learning in a language other than their mother tongue. Finding effective strategies for enhancing English vocabulary of university students amidst the spatial, temporal, and…
Descriptors: Distance Education, Computer Software, English (Second Language), Second Language Learning
Xu, Yu-Jie; Chiou, Shang-Chia; You, Manlai – Computer Assisted Language Learning, 2020
This study explored interactive interface design for writing practice, feedback, and grading in Chinese character learning systems. In the experiment, 30 novice Chinese learners were invited to perform designated learning tasks on two different learning systems. Learning times and outcomes were measured. The results indicated that improvement of…
Descriptors: Second Language Learning, Second Language Instruction, Chinese, Orthographic Symbols
van Halema, Nicolette; van Klaveren, Chris; Drachsler, Hendrik; Schmitz, Marcel; Cornelisz, Ilja – Frontline Learning Research, 2020
For decades, self-report instruments -- which rely heavily on students' perceptions and beliefs -- have been the dominant way of measuring motivation and strategy use. Event-based measures based on online trace data arguably has the potential to remove analytical restrictions of self-report measures. The purpose of this study is therefore to…
Descriptors: Independent Study, Learning Motivation, Learning Strategies, Student Behavior
Al-Harthi, Aisha Salim Ali; Campbell, Chris; Karimi, Arafeh – Computers in the Schools, 2018
This study aimed to develop, validate, and trial a rubric for evaluating the cloud-based learning designs (CBLD) that were developed by teachers using virtual learning environments. The rubric was developed using the technological pedagogical content knowledge (TPACK) framework, with rubric development including content and expert validation of…
Descriptors: Computer Assisted Instruction, Scoring Rubrics, Interrater Reliability, Content Validity
Luterbach, Kenneth J.; Hubbell, Kenneth R. – TechTrends: Linking Research and Practice to Improve Learning, 2015
Instructional developers and others creating apps must choose from a wide variety of app development tools and technologies. Some app development tools have incorporated visual programming features, which enable some drag and drop coding and contextual programming. While those features help novices begin programming with greater ease, questions…
Descriptors: Computer Oriented Programs, Computer Software, Computer System Design, Instructional Design
Tare, Medha; Ruppel Shell, Alison – Digital Promise Global, 2019
While research shows that learners differ in many ways, this work must be translated into actionable strategies to benefit students. We describe the results of our partnership with ReadWorks, a widely-used literacy edtech platform, to help them implement research-based pedagogical features that support learners with diverse needs. In a national…
Descriptors: Instructional Design, Educational Technology, Program Descriptions, National Surveys
A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning
Marklund, Björn Berg; Backlund, Per; Dahlin, Carl-Johan; Engström, Henrik; Wilhelmsson, Ulf – International Journal of Game-Based Learning, 2014
An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with…
Descriptors: Educational Games, Active Learning, Student Projects, Users (Information)
Thibaut, Patricia; Carvalho, Lucila – E-Learning and Digital Media, 2021
Young people are increasingly connected in a digital and globalized world, but technology-mediated interactions alone do not necessarily lead to a culture of meaningful participation and meaning making processes. Students from disadvantaged contexts are especially vulnerable to this. Drawing on the "Activity-Centred Analysis and Design"…
Descriptors: Disadvantaged Schools, Cultural Capital, Case Studies, High School Students
Holbert, Nathan, Ed.; Berland, Matthew, Ed.; Kafai, Yasmin B., Ed. – MIT Press, 2020
Constructionism, first introduced by Seymour Papert in 1980, is a framework for learning to understand something by making an artifact for and with other people. A core goal of constructionists is to respect learners as creators, to enable them to engage in making meaning for themselves through construction, and to do this by democratizing access…
Descriptors: Constructivism (Learning), Educational Philosophy, Educational Research, Teaching Methods
Bogdan, Razvan; Ancusa, Versavia – World Journal on Educational Technology: Current Issues, 2016
In the rapid developing market of automotive industry, cutting-edge technologies are being introduced. One such example is the AUTOSAR standard. Companies are investing a large amount of finances for the training of their employees into the intricacies of such technologies. In order to face such an increase of the training costs, automotive…
Descriptors: Electronic Learning, Motor Vehicles, Transportation, Industry
Coleman, Mikki; Berge, Zane L. – Online Journal of Distance Learning Administration, 2018
The proliferation of the Internet, computers, and mobile devices means that students of all ages, socioeconomic statuses, geographical locations, and abilities have access to higher education institutions that were previously unavailable. As the population of the United States ages and the number of students with diagnosed disabilities grows,…
Descriptors: Access to Education, Online Courses, Best Practices, Inclusion
Aljaloud, Abdulaziz; Billingsley, William; Kwan, Paul – Learning: Research and Practice, 2019
Smartphone clicker apps are increasingly used in university classrooms to facilitate teacher--student interaction and collaborative learning. This study aimed to identify the factors that influence teachers' decisions to adopt smartphone clicker app technology to enhance teacher--student interactions in university classrooms in Saudi Arabia. A…
Descriptors: Teacher Attitudes, Decision Making, Computer Science Education, College Faculty
Ashton-Hay, Sally Ann; Lamberton, Geoffrey; Zhou, Yining; von der Heidt, Tania – Journal of International Education in Business, 2022
Purpose: This study aims to examine the effectiveness of bilingual learning strategies designed to support Chinese undergraduate business students facing significant learning challenges in an Australian university capstone curriculum delivered at their Chinese university. These challenges include the students' difficulty understanding…
Descriptors: Undergraduate Students, Business Administration Education, English for Academic Purposes, Second Language Learning
Valencia, Heriberto González; Enríquez, Jakeline Amparo Villota; Tigreros, María Eufemia Freire – English Language Teaching, 2018
In this research article an analysis and evaluation of virtual learning spaces is carried out. To address this process, three (3) academic virtual platforms were selected, Moodle, Blackboard and Jimdo. The methodology used was of a descriptive type, applying the synchronous and asynchronous methods of virtual teaching established in each of the…
Descriptors: Learning Processes, Instructional Innovation, Vignettes, Virtual Classrooms

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