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Raharjo, Satrio Raffani; Handayani, Putu Wuri; Putra, Panca Oktavia Hadi – Electronic Journal of e-Learning, 2021
E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g.,…
Descriptors: Active Learning, Game Based Learning, Integrated Learning Systems, Electronic Learning
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Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
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Purkayastha, Saptarshi; Surapaneni, Asha K.; Maity, Pallavi; Rajapuri, Anushri S.; Gichoya, Judy W. – Electronic Journal of e-Learning, 2019
In the traditional lab setting, it is reasonably straightforward to monitor student learning and provide ongoing feedback. Such formative assessments can help students identify their strengths and weaknesses, and assist faculty to recognize where students are struggling and address problems immediately. But in an online virtual lab setting,…
Descriptors: Formative Evaluation, Inquiry, Active Learning, Virtual Classrooms
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Khan, Arshia; Egbue, Ona; Palkie, Brooke; Madden, Janna – Electronic Journal of e-Learning, 2017
Student engagement is key to successful teaching and learning, irrespective of the content and format of the content delivery mechanism. However, engaging students presents a particular challenge in online learning environments. Unlike face-to-face courses, online courses present a unique challenge as the only social presence between the faculty…
Descriptors: Active Learning, Online Courses, Learner Engagement, Instructional Design
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Chan, Kevin; Cheung, George; Wan, Kelvin; Brown, Ian; Luk, Green – Electronic Journal of e-Learning, 2015
In understanding how active and blended learning approaches with learning technologies engagement in undergraduate education, current research models tend to undermine the effect of learners' variations, particularly regarding their styles and approaches to learning, on intention and use of learning technologies. This study contributes to further…
Descriptors: Active Learning, Technology Integration, Higher Education, Undergraduate Students
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Lam, Paul; Tong, Aiden – Electronic Journal of e-Learning, 2012
More and more teachers are facing the decision whether they should allow or promote students the use of technology in the classroom. The decision is difficult as there are apparently both advantages and disadvantages in doing either way. In terms of positive impacts, research revealed that the use of digital devices in the classroom setting was…
Descriptors: Educational Technology, Evidence, Active Learning, Foreign Countries