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Echo L. Warner; Giselle K. Perez; Austin R. Waters; Karely M. van Thiel Berghuijs; Perla Vaca Lopez; Allyson Foor; Nicole Ray; Karen Donelan; Karen A. Kuhlthau; Anne C. Kirchhoff; Elyse R. Park – Health Education & Behavior, 2025
Adapting interventions to new contexts requires consideration of the needs, norms, and delivery structures of the new setting. We describe how we followed the ORBIT model of intervention development to create Health Insurance Navigation Tools (HINT), a health insurance patient navigation intervention for childhood cancer survivors. By engaging…
Descriptors: Health Insurance, Cancer, Child Health, Intervention
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Maik Beege; Rolf Ploetzner – Instructional Science: An International Journal of the Learning Sciences, 2025
Recent research has shown that enhancing instructional videos with questions, such as self-explanation prompts, and thus shifting the process from receptive to constructive learning, is beneficial to learning. However, the inclusion of questions is often confounded with the implementation of learner pacing through navigation features. Furthermore,…
Descriptors: Interactive Video, Constructivism (Learning), Difficulty Level, Cognitive Processes
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Kerstin Huber; Maria Bannert – Journal of Computing in Higher Education, 2024
The empirical study investigates what log files and process mining can contribute to promoting successful learning. We want to show how monitoring and evaluation of learning processes can be implemented in the educational life by analyzing log files and navigation behavior. Thus, we questioned to what extent log file analyses and process mining…
Descriptors: Learning Processes, Data Analysis, Navigation (Information Systems), Student Behavior
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Hyeju Han; Kole Norberg; Byeong-Young Cho; Scott H. Fraundorf – Reading Horizons, 2025
Most research on internet reading has identified skilled readers based on well-established theories of print reading. Nevertheless, an emerging body of work suggests that higher competency in print reading does not fully account for competency in internet reading comprehension. The authors conducted a descriptive video analysis of high school…
Descriptors: High School Students, Reading Comprehension, Nonprint Media, Electronic Learning
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Simon Knight; Isabella Bowdler; Heather Ford; Jianlong Zhou – Information and Learning Sciences, 2024
Purpose: Informational conflict and uncertainty are common features across a range of sources, topics and tasks. Search engines and their presentation of results via search engine results pages (SERPs) often underpinned by knowledge graphs (KGs) are commonly used across tasks. Yet, it is not clear how search does, or could, represent the…
Descriptors: Graphs, Search Engines, Web Sites, Design
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Mohammad Rajiur Rahman; Raga Shalini Koka; Shishir K. Shah; Thamar Solorio; Jaspal Subhlok – Education and Information Technologies, 2024
Video is an increasingly important resource in higher education. A key limitation of lecture video is that it is fundamentally a sequential information stream. Quickly accessing the content aligned with specific learning objectives in a video recording of a classroom lecture is challenging. Recent research has enabled automatic reorganization of a…
Descriptors: Lecture Method, Video Technology, Navigation (Information Systems), Artificial Intelligence
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Xu, Chengpei; Jia, Wenjing; Wang, Ruomei; He, Xiangjian; Zhao, Baoquan; Zhang, Yuanfang – IEEE Transactions on Learning Technologies, 2023
With the increasing popularity of open educational resources in the past few decades, more and more users watch online videos to gain knowledge. However, most educational videos only provide monotonous navigation tools and lack elaborating annotations. This makes the task of locating interesting contents time consuming. To address this limitation,…
Descriptors: Open Educational Resources, Video Technology, Instructional Films, Navigation (Information Systems)
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Fan, Yizhou; Lim, Lyn; van der Graaf, Joep; Kilgour, Jonathan; Rakovic, Mladen; Moore, Johanna; Molenaar, Inge; Bannert, Maria; Gaševic, Dragan – Metacognition and Learning, 2022
In recent years, unobtrusive measures of self-regulated learning (SRL) processes based on log data recorded by digital learning environments have attracted increasing attention. However, researchers have also recognised that simple navigational log data or time spent on pages are often not fine-grained enough to study complex SRL processes. Recent…
Descriptors: Metacognition, Measurement, Learning Strategies, Diaries
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Piao, Guangyuan – International Educational Data Mining Society, 2021
Massive Open Online Courses (MOOCs) which enable large-scale open online learning for massive users have been playing an important role in modern education for both students as well as professionals. To keep users' interest in MOOCs, recommender systems have been studied and deployed to recommend courses or videos that a user might be interested…
Descriptors: Concept Formation, Online Courses, Navigation (Information Systems), Learning Analytics
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Ymkje E. Haverkamp; Ivar Bråten – Literacy Research and Instruction, 2024
This study used a correlational design and a path analytic approach to investigate direct and indirect relationships between strategic backtracking and integrated text understanding when undergraduates read a digital informational text on a tablet or a smartphone. In digital reading contexts, strategic backtracking involves that readers…
Descriptors: Electronic Publishing, Handheld Devices, Reading Comprehension, Reading Strategies
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Melinda Timea Fülöp; Javier Cifuentes-Faura – Education and Information Technologies, 2025
Sustainable entrepreneurship training is becoming increasingly important in the age of digitalization, as it provides future entrepreneurs with the necessary skills to develop responsible and innovative business models. The analysis shows that effective training in this area must involve digital technologies to convey sustainable practices in a…
Descriptors: Well Being, Student Attitudes, Entrepreneurship, Information Technology
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Weisberg, Steven M.; Schinazi, Victor R.; Ferrario, Andrea; Newcombe, Nora S. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2023
Relying on shared tasks and stimuli to conduct research can enhance the replicability of findings and allow a community of researchers to collect large data sets across multiple experiments. This approach is particularly relevant for experiments in spatial navigation, which often require the development of unfamiliar large-scale virtual…
Descriptors: Programming, Error Patterns, Computer Simulation, Spatial Ability
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Alicia M. Mason; Elizabeth A. Spencer; Megan C. Westhoff; Kristen M. Livingston; Josh Compton – Journal of Communication Pedagogy, 2023
This study aims to understand the general web accessibility of digital information networks which may serve as barriers for access to the global discipline of Communication through institutional and departmental websites, specifically for persons with disabilities and those with limited English proficiency (LEP). Our exploratory content analysis…
Descriptors: Access to Computers, Accessibility (for Disabled), Access to Information, Web Sites
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Tian, Feng; Zou, Jiahui; Li, Keying; Li, Yuzhi – IEEE Transactions on Learning Technologies, 2023
There are a large number of Chinese Kung Fu enthusiasts worldwide. Offline learning has been the primary method for teaching and learning Chinese Kung Fu due to the inability of online 2-D videos to convey spatial information and provide feedback. To address the issues of the high cost of offline teaching, fixed perspectives in 2-D videos, lack of…
Descriptors: Computer Simulation, Computer Uses in Education, Athletics, Physical Activities
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Mahfudzah Othman; Aznoora Osman; Siti Zulaiha Ahmad; Natrah Abdullah – Turkish Online Journal of Distance Education, 2024
This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen's design guidelines and incorporates…
Descriptors: Gamification, Interaction, Programming, Low Achievement
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