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Shuanghong Shen; Qi Liu; Zhenya Huang; Yonghe Zheng; Minghao Yin; Minjuan Wang; Enhong Chen – IEEE Transactions on Learning Technologies, 2024
Modern online education has the capacity to provide intelligent educational services by automatically analyzing substantial amounts of student behavioral data. Knowledge tracing (KT) is one of the fundamental tasks for student behavioral data analysis, aiming to monitor students' evolving knowledge state during their problem-solving process. In…
Descriptors: Student Behavior, Electronic Learning, Data Analysis, Models
Roee Peretz; Natali Levi-Soskin; Dov Dori; Yehudit Judy Dori – IEEE Transactions on Education, 2024
Contribution: Model-based learning improves systems thinking (ST) based on students' prior knowledge and gender. Relations were found between textual, visual, and mixed question types and student achievements. Background: ST is essential to judicious decision-making and problem-solving. Undergraduate students can be taught to apply better ST, and…
Descriptors: Models, Engineering Education, Thinking Skills, Systems Approach
Hui-Tzu Chang; Chia-Yu Lin – IEEE Transactions on Education, 2024
Contribution: This study incorporates competition-based learning (CBL) into machine learning courses. By engaging students in innovative problem-solving challenges within information competitions, revealing that students' participation in online problem-solving competitions can improve their information technology, and showcase competitions can…
Descriptors: Competition, Artificial Intelligence, Curriculum, Problem Solving
Zhang, Qiao; Maclellan, Christopher J. – International Educational Data Mining Society, 2021
Knowledge tracing algorithms are embedded in Intelligent Tutoring Systems (ITS) to keep track of students' learning process. While knowledge tracing models have been extensively studied in offline settings, very little work has explored their use in online settings. This is primarily because conducting experiments to evaluate and select knowledge…
Descriptors: Electronic Learning, Mastery Learning, Computer Simulation, Intelligent Tutoring Systems
Tamakloe, Deborah; Mbindyo, Margaret; Ibrahim, Abdulsalami; Agbenyega, Joseph Seyram – Journal of Learning Spaces, 2021
The recent COVID-19 pandemic has forced many institutes of higher learning across the globe to consider alternative modes of providing quality learning for students. However, developing and implementing safe spaces for academic advisement in online platforms that allow college students to explore their environment in an open and curious manner is…
Descriptors: Educational Change, Conventional Instruction, Web Based Instruction, Electronic Learning
Nese, Rhonda N. T.; Meng, Paul; Breiner, Sarah; Chaparro, Erin; Algozzine, Robert – Journal of Research on Technology in Education, 2020
Traditional professional development is often characterized as being expensive, time consuming, and lacking impact. In contrast, online professional development provides greater flexibility and is becoming increasingly popular for school personnel. In this article, we report the process and outcomes of gathering feedback to adapt traditional…
Descriptors: Feedback (Response), Online Courses, Electronic Learning, Professional Development
Nese, Rhonda N. T.; Meng, Paul; Breiner, Sarah; Chaparro, Erin; Algozzine, Robert – Grantee Submission, 2020
Traditional professional development is often characterized as being expensive, time consuming, and lacking impact. In contrast, online professional development provides greater flexibility and is becoming increasingly popular for school personnel. In this article, we report the process and outcomes of gathering feedback to adapt traditional…
Descriptors: Feedback (Response), Online Courses, Electronic Learning, Professional Development
Ifenthaler, Dirk, Ed.; Sampson, Demetrios G., Ed.; Isaías, Pedro, Ed. – Cognition and Exploratory Learning in the Digital Age, 2022
This book is about inclusivity and open education in the digital age. It reports the latest data on this topic from the 2021 Cognition and Exploratory Learning in the Digital Age (CELDA) conference. This annual conference focuses on challenges pertaining to the evolution of the learning process, the role of pedagogical approaches and the progress…
Descriptors: Teaching Methods, Educational Innovation, Educational Technology, Technology Uses in Education
Sadeghi, Hamid; Kardan, Ahmad A. – Interactive Learning Environments, 2016
Group formation task as a starting point for computer-supported collaborative learning plays a key role in achieving pedagogical goals. Various approaches have been reported in the literature to address this problem, but none have offered an optimal solution. In this research, an online learning environment was modeled as a weighted undirected…
Descriptors: Foreign Countries, Cooperative Learning, Group Dynamics, Online Courses
Nitta, Takuya; Takaoka, Ryo; Ahama, Shigeki; Shimokawa, Masayuki – International Association for Development of the Information Society, 2014
The competency and curriculum for human resource development in knowledge based society are proposed in each country. We think the keywords are "collaborative problem solving" and "effective use of ICT". In particular, the competency to perform the collaborative problem solving and learning with others on the network is…
Descriptors: Distance Education, Cooperative Learning, Problem Solving, Group Activities
Kamsa, Imane; Elouahbi, Rachid; El Khoukhi, Fatima – Journal of Information Technology Education: Research, 2017
Aim/Purpose: To identify and rectify the learning difficulties of online learners. Background: The major cause of learners' failure and non-acquisition of knowledge relates to their weaknesses in certain areas necessary for optimal learning. We focus on e-learning because, within this environment, the learner is mostly affected by these…
Descriptors: Foreign Countries, Graduate Students, Masters Programs, Learning Disabilities
Squire, Kurt D. – Performance Improvement Quarterly, 2013
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Educational Technology, Models, Video Games, Problem Solving
de Freitas, Sara; Gibson, David; Du Plessis, Coert; Halloran, Pat; Williams, Ed; Ambrose, Matt; Dunwell, Ian; Arnab, Sylvester – British Journal of Educational Technology, 2015
With digitisation and the rise of e-learning have come a range of computational tools and approaches that have allowed educators to better support the learners' experience in schools, colleges and universities. The move away from traditional paper-based course materials, registration, admissions and support services to the mobile, always-on and…
Descriptors: Higher Education, Student Records, Data Analysis, Information Utilization
Margalina, Vasilica Maria; De-Pablos-Heredero, Carmen; Montes-Botella, Jose Luis – Studies in Higher Education, 2017
In this research, the relational coordination model has been applied to prove learners' and instructors' high levels of satisfaction in e-learning. According to the model, organizations can obtain better results in terms of satisfaction by providing shared knowledge, shared goals and mutual respect mechanisms, supported by a frequent, timely and…
Descriptors: Electronic Learning, Models, Teacher Attitudes, Student Attitudes
Seedhouse, Paul; Knight, Dawn – Applied Linguistics, 2016
There is currently an explosion in the number and range of new devices coming onto the technology market that use digital sensor technology to track aspects of human behaviour. In this article, we present and exemplify a three-stage model for the application of digital sensor technology in applied linguistics that we have developed, namely,…
Descriptors: Foreign Countries, Applied Linguistics, Man Machine Systems, Measurement Equipment

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