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Carolien A. N. Knoop-van Campen; Joep van der Graaf; Anne Horvers; Rianne Kooi; Rick Dijkstra; Inge Molenaar – Journal of Computer Assisted Learning, 2024
Background: Even though monitoring and control enactment are key aspects of self-regulated learning (SRL), Adaptive learning technologies (ALTs) may reduce the need for learners to monitor and control their learning. Personalized dashboards are effective in supporting learners' monitoring and can potentially support control behaviour. Allowing…
Descriptors: Elementary School Students, Grade 5, Educational Technology, Technology Uses in Education
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Ruo-Yu Li; Jerry Chih-Yuan Sun – Interactive Learning Environments, 2024
Due to the features of immersive learning and without the restrictions of time and place, virtual reality (VR) is commonly used in learning areas. For investigating functional design in the VR learning environment, previous literature proposed a series of theoretical models and strategies without considering the key factors for their development.…
Descriptors: Instructional Design, Computer Simulation, Expertise, Attitudes
Alecia R. Matthews – ProQuest LLC, 2024
This qualitative study was designed to add to educators' understanding of veteran student success and offer ways to reframe how they measure veteran student success. Currently, university leaders tend to measure veteran student success using traditional metrics such as retention and graduation rates. This study involved examining whether there are…
Descriptors: Veterans, Nontraditional Students, Academic Achievement, Undergraduate Students
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Amanpreet Kaur; Kuljit Kaur Chahal – Education and Information Technologies, 2024
Research so far has overlooked the contribution of students' noncognitive factors to their performance in introductory programming in the context of personalized learning support. This study uses learning analytics to design and implement a Dashboard to understand the contribution of introductory programming students' learning motivation,…
Descriptors: Learning Analytics, Introductory Courses, Programming, Computer Science Education
Aryn Ashlee Davis – ProQuest LLC, 2024
This dissertation addressed the issue of reduced transfer of training at a southeastern community college, specifically regarding the application of Universal Design for Learning (UDL) strategies in online courses. Faculty at the college were required to complete a 45-hour training series on UDL, but evidence suggested that the training was not…
Descriptors: Community Colleges, College Faculty, Faculty Development, Access to Education
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Qianqi Gui; Supawadee Kanjanakate; Nirat Jantharajit – World Journal of Education, 2024
This article reviews the application of active learning and collaborative learning in music education, focusing on their combined impact on students' musical performance skills and learning attitudes. Through an analysis of existing literature, this study identifies key theoretical perspectives and practical applications of these approaches. A…
Descriptors: Music Education, Active Learning, Cooperative Learning, Music Activities
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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
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Chih-Hung Wu; Ting-Sheng Weng; Chih-Hsing Liu – Educational Technology & Society, 2025
With the growing attention directed towards ChatGPT and its applications in education, this study explored its impact on various variables pertaining to student learning. Specifically, an integrated theoretical framework was used to investigate the factors that influence student problem-solving and critical thinking abilities when using ChatGPT…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, Learning Motivation
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Yam B. Limbu; Christopher McKinley – Online Learning, 2025
While extant literature reveals various factors associated with student engagement in online learning during the COVID-19 pandemic, the findings are inconsistent. A systematic review of the factors influencing student engagement in online learning during the pandemic will provide state-of-the-art knowledge of existing literature and offer future…
Descriptors: Learner Engagement, Electronic Learning, Online Courses, COVID-19
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Stefan Kucharczyk; Kenneth Pettersen; Jennifer Rowsell – Qualitative Research Journal, 2025
Purpose: This short article takes the play and passion of children's literacy as its focal point. Rather than orienting reading and writing around what should be taught or how children should respond and understand written text, in this short reflective essay we aim to explore the play and passion inherent in children's literacy practices. We do…
Descriptors: Play, Literacy, Early Childhood Education, Family Environment
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Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
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Oliveira, Wilk; Hamari, Juho; Joaquim, Sivaldo; Toda, Armando M.; Palomino, Paula T.; Vassileva, Julita; Isotani, Seiji – Smart Learning Environments, 2022
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user's traits. Currently, there is a dearth of research on the…
Descriptors: Game Based Learning, Learner Engagement, Learning Motivation, Personality Traits
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Leite, Lais Oliveira; Go, Wooryeon; Havu-Nuutinen, Sari – Scandinavian Journal of Educational Research, 2022
This work investigated the processes of teacher informal learning focused on building positive teacher-pupil interaction. The conceptual framework "Teacher professional agency for learning" was merged with the "Teaching through interaction" model to compound the exploratory framework of this study: "Teachers learn by…
Descriptors: Learning Processes, Experienced Teachers, Teacher Student Relationship, Informal Education
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Somers, Cheryl L.; Gill-Scalcucci, Stefanie; Flett, Gordon L.; Nepon, Taryn – Journal of Psychoeducational Assessment, 2022
The current study examined the feasibility of adapting an existing measure to create a brief mattering measure suitable for use with adolescents. We then evaluated this brief measure by testing the hypothesis that mattering in adolescents is associated broadly with positive achievement outcomes and associated motivational orientations and…
Descriptors: Affective Measures, Adolescents, Learning Motivation, Academic Achievement
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Tibken, Catharina; Richter, Tobias; von der Linden, Nicole; Schmiedeler, Sandra; Schneider, Wolfgang – Child Development, 2022
Gifted underachievers perform worse in school than would be expected based on their high intelligence. Possible causes for underachievement are low motivational dispositions (need for cognition) and metacognitive competences. This study tested the interplay of these variables longitudinally with gifted and non-gifted students from Germany…
Descriptors: Foreign Countries, Metacognition, Academically Gifted, Grade 6
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