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Long Zhang; Khe Foon Hew – Education and Information Technologies, 2025
Although self-regulated learning (SRL) plays an important role in supporting online learning performance, the lack of student self-regulation skills poses a persistent problem to many educators. Recommender systems have the potential to promote SRL by delivering personalized feedback and tailoring learning strategies to meet individual learners'…
Descriptors: Independent Study, Electronic Learning, Online Courses, Artificial Intelligence
Sergio Santander-Jiménez; Miguel A. Vega-Rodríguez; José M. Granado-Criado; Álvaro Rubio-Largo; Juan A. Gómez-Pulido; César Gómez-Martín; Arturo Durán-Domínguez – Education and Information Technologies, 2024
Peer assessment has traditionally represented a key tool to enhance active learning and critical thinking. However, the success of this approach is governed by different factors, which have been accentuated in recent years. The implementation of peer assessment is consequently a challenging task in the current context. This work investigates peer…
Descriptors: Peer Evaluation, Engineering Education, Learning Strategies, Educational Environment
The Impact of Visualizations with Learning Paths on College Students' Online Self-Regulated Learning
Xiaoqing Xu; Wei Zhao; Yue Li; Lifang Qiao; Jinhong Tao; Fengjuan Liu – Education and Information Technologies, 2025
The success of online learning relies on college students' self-regulated learning. The common visualizations (e.g., presentation learning behaviors' frequency and duration) are widely used to enhance online self-regulated learning. But most college students still have difficulty in accurately understanding their learning patterns and…
Descriptors: Individualized Instruction, Electronic Learning, College Students, Visualization
Yi-Chun Chen; Gwo-Jen Hwang; Chiu-Lin Lai – Education and Information Technologies, 2024
Self-regulatory learning skills are recognized as an essential factor motivating students to learn. The lack of self-regulatory learning skills could reduce students' learning performance. Therefore, engaging students in making learning plans, executing the plans, and reflecting on their learning remains a challenge for teachers. To address this…
Descriptors: Self Management, Gamification, Handheld Devices, Student Motivation
Franc Vrbancic; Slavko Kocijancic – Education and Information Technologies, 2024
Microcontroller programming competencies contribute to the sustainable employability of engineering graduates of both higher and secondary education. To develop the required programming skills, one of the challenges for educators is to determine which programming environments should be implemented in introductory programming courses. Conceptually,…
Descriptors: Programming, Competence, Introductory Courses, Secondary Education
Yifat Davidoff; Wurud Jayusi – Education and Information Technologies, 2025
Higher Education has serious challenges regarding academic online teaching-learning-evaluation methods and tools. This study examined 980 students from diverse disciplines about their social-emotional-psychological (SEP) perceptions. We also examined the presence and desirability of 14 TLE (teaching-learning-evaluation) tools in the online…
Descriptors: Instructional Effectiveness, Electronic Learning, Learning Strategies, Student Attitudes
Wali Khan Monib; Atika Qazi; Malissa Maria Mahmud – Education and Information Technologies, 2025
ChatGPT has emerged as a transformative technology with its remarkable ability to generate human-like responses, propelling its widespread adoption. While prior research has investigated the general landscape of AI-driven tools such as ChatGPT, the current study focuses specifically on exploring learners' experiences and perceptions regarding the…
Descriptors: Student Attitudes, Student Experience, Artificial Intelligence, Natural Language Processing
Zi-Gang Ge; Qing Li – Education and Information Technologies, 2025
The present study explores the impact of different levels of competition involved in gamified learning on adult e-learners' intrinsic motivation, learning engagement, and language learning performance. One hundred and twenty participants were evenly and randomly assigned to two groups. A gamified learning procedure with a higher level of…
Descriptors: Gamification, Adult Students, Adult Learning, Electronic Learning
Ying-Lien Lin; Wei-Tsong Wang; Min-Ju Hsieh – Education and Information Technologies, 2024
Self-regulated learning (SRL) strategies have been identified as a valuable component of digital game-based learning system (GBLS) activities. However, few studies have focused on the effects of information feedback on self-efficacy, SRL strategies, and perceived and actual learning effectiveness. Social cognitive and SRL theories describe the…
Descriptors: Self Efficacy, Self Management, Learning Strategies, Game Based Learning
Duygu Mutlu-Bayraktar – Education and Information Technologies, 2024
This study provides a current systematic review of emotional design research in the multimedia learning domain and explores how emotional design is studied in multimedia learning. All studies on emotional design in multimedia learning published until 2023 were examined thoroughly. In this study, 51 journal articles were identified based on PRISMA…
Descriptors: Literature Reviews, Multimedia Materials, Design, Psychological Patterns
Ambroise Baillifard; Maxime Gabella; Pamela Banta Lavenex; Corinna S. Martarelli – Education and Information Technologies, 2025
Effective learning strategies based on principles like personalization, retrieval practice, and spaced repetition are often challenging to implement due to practical constraints. Here we explore the integration of AI tutors to complement learning programs in accordance with learning sciences. A semester-long study was conducted at UniDistance…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Instructional Effectiveness, Learning Strategies
Perez, Eva; Manca, Stefania; Fernández-Pascual, Rosaura; Mc Guckin, Conor – Education and Information Technologies, 2023
The use of social media in higher education has been demonstrated in a number of studies to be an attractive and contemporary method of teaching and learning. However, further research and investigation are required in order to align social media's pedagogical benefits with the theoretical perspectives that inform educational practices. It is the…
Descriptors: Literature Reviews, Social Media, Teaching Methods, Learning Strategies
Ying-Lien Lin; Wei-Tsong Wang; Zhi-Lun Lai – Education and Information Technologies, 2025
Although some studies have examined the effects of self-regulated learning (SRL) strategies on learning effectiveness, inconsistent results have been reported. Additionally, studies that adopt the perspective of SRL to evaluate the effect of metacognitive skills on students' actual learning effectiveness in digital game-based learning (DGBL)…
Descriptors: Prior Learning, Metacognition, Game Based Learning, Learning Strategies
Hüseyin Ates; Merve Polat – Education and Information Technologies, 2025
This study investigates the efficacy of integrating augmented reality (AR)-based gamification with self-regulated learning (SRL) strategies to enhance middle school students' academic performance, engagement, satisfaction, and self-efficacy in science education. Employing immersive AR technologies alongside gamification elements, this approach is…
Descriptors: Independent Study, Gamification, Science Education, Simulated Environment
Roman Chvátal; Jana Slezáková; Stanislav Popelka – Education and Information Technologies, 2024
In the realm of mathematics education, geometry problems assume a pivotal role by fostering abstract thinking, establishing a connection between theory and practice, and offering a tangible portrayal of reality. This study focuses on comprehending problem-solving methodologies by observing the eye movements of 45 primary and multi-year grammar…
Descriptors: Problem Solving, Learning Strategies, Imagination, Geometry

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